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Made with Nano Banana 2 Lite · CC0 · 9 Oct 2026
Generated from: a scene from a small video game about: Vertical slice of a survival horror game in Godot 4.7.2 called "EIDOLON". Reference: Signalis-style atmosphere (cold sci-fi dread, analog/retro-futurist lab, slow tension) but with real monsters that hunt the player. CAMERA & VIEW - 3D scene, fixed isometric camera: Camera3D, orthogonal projection, yaw 45°, pitch ~35°, smoothly following the player with small lookahead. - Walls between the camera and the player fade out / cut away so the player is always visible. LOOK (match reference screenshots) - Very dark, almost black scene. Cold blue-white light from monitors and the cryo pod, red emergency lights near doors, one flickering fluorescent tube. - Wet, dirty, scratched metal floor tiles with reflections (SSR or fake specular), floor drains, blood stains, cables, rusty walls with anatomy posters. - Volumetric fog, subtle film grain, vignette, slight chromatic aberration. WorldEnvironment with glow, SSAO and fog. - Level geometry: modular rooms from CSG/primitive or simple meshes as placeholders, structured to later swap in real assets. FIRST ROOM: "Сектор 07 • Лаборатория" - Heavy door marked "07" with a red light, desk with monitor, lamp, papers and chair, server racks with blinking red LEDs, a tilted cryo pod with a humanoid silhouette (interactable), medical carts with screens, metal shelf with flashlight and items. - Cryo pod is the story hook: after examining it, lights go out briefly, the pod breaks open, the first monster appears. PLAYER - Third-person character, WASD movement, mouse aim, Shift slow walk (quieter), Ctrl crouch. - Flashlight (F) as SpotLight3D with limited battery that flickers. - Pistol, 10 rounds, reload R. - Footsteps on metal tiles, surface-based audio. INTERACTION - Interactable objects show prompt "[E] Осмотреть". - Examining shows short Russian text in a dark subtitle box at the bottom. - Doors, notes/documents, keycards, pickups. HUD (minimalist, matches reference) - Top-left: "СЕКТОР 07 • ЛАБОРАТОРИЯ" and "EIDOLON" in thin spaced letters. - Bottom-left: label "СОСТОЯНИЕ" with animated ECG line and status word: ОТЛИЧНО / ХОРОШО / ТРЕВОГА / ОПАСНО / КРИТИЧНО. ECG speed, color and jitter change with health and fear. - 4 inventory slots (pistol + ammo count, flashlight, consumable + count, empty). Keys 1-4 select. - No health bar: health shown only via the ECG. MONSTERS - State-machine AI with NavigationAgent3D: Patrol -> Hear noise -> Investigate -> Chase -> Search -> Return. - React to sound (running, gunshots) and flashlight light, with a limited vision cone. - Type 1 "Eidolon": slow, tall, twitching humanoid, hard to kill, ammo scarce, avoiding is better than fighting. - Type 2: fast crawler that appears only in the dark and is repelled by light. - Each monster has a distinct sound cue. GAME LOOP - Resource scarcity (ammo, batteries, medkits), backtracking, key/keycard puzzles, save points ("terminals"). - Death: short glitch effect, respawn at last terminal. AUDIO - Ambient low drone, distant machinery, dripping water, heartbeat speeding near monsters. Placeholder/procedural audio where assets are missing. TECH - Clean project structure: scenes/, scripts/, ui/, audio/, levels/. - Typed GDScript, signals for events, autoload GameState for inventory/health/flags. - Playable end to end: start in the lab, examine the pod, escape through the door. - Ask before adding paid or external assets., 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
Johann
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