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Made with Nano Banana 2 Lite · CC0 · 4 Oct 2026
Generated from: a scene from a small video game about: You are a senior multiplayer web game engineer, product designer and rapid MVP builder. Build a browser-first social reality game prototype inspired by the broad idea of reality-house social dynamics, but DO NOT copy Love Island, Big Brother, their names, branding, UI, catchphrases, villa layouts, challenge formats or protected creative assets. The product must be original. Working title: # THE COMPOUND Tagline: **Enter. Link up. Catch a vibe.** This is a web-first Nigerian social reality world. The experience combines: - live real users - 3D avatars - walking around a shared villa - proximity voice - text chat - interactions - emotes - social games - short scheduled events - matchmaking - voting - private conversations - Nigerian cultural personality The prototype exists to validate whether this concept is fun and socially engaging. Do NOT build a giant platform. Build the smallest polished version that makes the concept understandable within 30 seconds. --- # 1. Core Product Hypothesis We are testing whether users enjoy: 1. entering a virtual Nigerian social space 2. seeing other real users represented as avatars 3. walking around naturally 4. approaching people 5. hearing nearby users through proximity audio 6. interacting without opening a traditional chat room 7. taking part in short social events 8. matching with people 9. returning because of social dynamics, events and relationships The core feeling should be: > "I entered a place where something is happening." Not: > "I opened another social media feed." --- # 2. Platform Build as a responsive web application. Must work on: - desktop Chrome - desktop Safari - Android Chrome - iPhone Safari - installed PWA later if straightforward For prototype development use: - React - TypeScript - Vite For 3D use: - Three.js - React Three Fiber Recommended additional libraries only if necessary: - @react-three/drei - @react-three/rapier - Zustand For backend/multiplayer: Use Supabase if environment credentials are available. Use: - Supabase Auth - Supabase PostgreSQL - Supabase Realtime Presence / Broadcast For voice: Preferred: - LiveKit If LiveKit credentials are not available: - build a clean voice service abstraction - include a convincing demo-mode proximity audio simulation - clearly mark where LiveKit credentials are required Do NOT block the prototype because external credentials are unavailable. The app must run in DEMO MODE without external services. --- # 3. First-Time Experience The app should load quickly. Flow: THE COMPOUND logo ↓ short loading animation "Tonight is already getting interesting." ↓ ENTER THE COMPOUND Do NOT make the user register immediately. Initial choices: [Enter as Guest] [Sign In] Guest users should be able to test the world immediately. --- # 4. Guest Setup Keep this extremely short. Ask: ## Pick your name Example: Tobi ## Pick a quick avatar Provide approximately 6 preset Nigerian/African avatars. Include a mix of: - men - women - different skin tones - hairstyles - outfits Do NOT build a full character creator. Then: [ENTER] The user should be inside the world within approximately 20 seconds of opening the app. --- # 5. Main World Build ONE attractive 3D villa. Do not build Lagos. Do not build a city. Do not build vehicles. One polished environment is enough. The Compound should contain: ## Main room - sofas - TV wall - indoor seating - plants - decorative lighting ## Pool - pool - loungers - outdoor seating ## Garden - social gathering space - benches - greenery ## Bar - stools - counter - drinks props ## Party area - small dance floor - DJ booth - lighting ## Private conversation area - semi-private seating - quieter audio zone ## Confessional room - one-person room - visual recording concept Environment style: - upscale Lagos villa - contemporary Nigerian luxury - stylish but not hyper-realistic - warm tropical atmosphere - premium lighting - visually social - intentionally compact Players should constantly encounter other people. Do NOT make the villa so large that everyone feels isolated. --- # 6. Visual Direction Use stylized realism. Do NOT aim for AAA graphics. Target: - believable human proportions - attractive materials - soft daylight/evening lighting - tropical plants - warm architecture - nice shadows - premium pool - stylish Lagos-inspired interiors Visual references in feeling: - modern social games - polished Roblox/UEFN social worlds - stylized Sims-like proportions - premium web 3D But do not directly copy any existing game. Performance matters more than perfect models. --- # 7. Player Character Third-person avatar. Player can: - walk - run - rotate - change camera angle - sit - dance - wave - react Animations required: - idle - walk - run - sit - wave - dance If full animation assets are unavailable, use simple placeholders while preserving the architecture. --- # 8. Desktop Controls WASD: movement Mouse drag: camera Shift: run E: interact V: voice mute/unmute 1: wave 2: dance 3: reaction C: camera mode --- # 9. Mobile Controls Left: virtual joystick Right: camera drag area Buttons: - Interact - Mic - Emote - Camera UI must account for mobile safe areas. Landscape should be recommended but portrait should not completely break. --- # 10. Camera Provide three camera modes. ## Camera 1 Standard third-person. ## Camera 2 Wider elevated social view. ## Camera 3 Close social/conversation camera. When player begins an interaction with another user, transition slightly toward a more cinematic framing. Do not implement unrestricted first-person gameplay. --- # 11. Real Users The world should support multiple users. Each connected user should have: - id - display name - avatar preset - position - rotation - animation state - online state - mic state - current room/zone Show the user's name above their avatar. Example: CHIOMA ● LIVE Keep networking lightweight. Do not attempt authoritative game physics. This is a social environment. --- # 12. Demo Users The app MUST remain interesting even when only one real tester is online. Create approximately 8 simulated demo users. Examples: - Chioma - Tobi - Femi - Amaka - Dami - Zara - Kunle - Nneka They should: - walk between points - stand in groups - dance - sit - occasionally display speech bubbles - move naturally enough to make the villa feel populated Clearly label them internally as simulated users. Do not claim they are real users. If real users connect, replace some demo users progressively. --- # 13. Proximity Voice This is one of the most important features. If LiveKit is configured: implement real voice chat. Volume based on distance. Example: 0–3 metres: 100% 3–7 metres: normal conversation volume 7–12 metres: gradual fade 12+ metres: inaudible Private conversation zones should isolate audio from the main room. Show mic indicator above speaking users. Example: CHIOMA 🎙 Include: - mute microphone - mute another user locally - block user placeholder Never auto-enable microphone without user action. --- # 14. Voice Fallback / Demo Mode If LiveKit cannot be configured: still build the entire proximity audio UX. Simulated users can occasionally show: "Guy this party is dry 😂" "I like your outfit." "Who voted for Tobi?" Use speech bubbles, ambient voice-like UI and mocked speaking indicators. This lets us validate the UX before deploying real voice infrastructure. --- # 15. Clicking / Interacting With Users Approach or click another avatar. Show compact interaction card: CHIOMA Lagos 🔥 Vibe 72 [Talk] [React ❤️] [Invite to Chat] [View Profile] For demo MVP these can have simplified functionality. On mobile: tap avatar. On desktop: click avatar or press E when close. --- # 16. Social Reactions Users can send lightweight reactions. Examples: ❤️ 😂 🔥 👀 👏 Reaction should briefly animate above the, as an in-game screenshot in a hand-drawn ink and watercolour style. Palette: paper #f2e8cf, ink #283618, player tomato #bc4749, threat plum #6d597a, accent leaf #a7c957. Everything is original: never draw or resemble characters, places or logos from existing games, films or brands (no red-capped plumbers, no famous mascots), even when the idea names one. Keep the pictures honest: they promise what a small first version of this game, made in a game engine in a few days, can look like. Simple readable shapes, clear silhouettes, few flat materials, the in-game camera view. Never film stills, photoreal renders, AAA key art, detailed textures, cinematic lighting, or anything that looks like a big-studio game. No text, UI, HUD, logos or editor screens inside any image.
Creator
Mark Otuya
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