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Made with Nano Banana 2 Lite · CC0 · 6 Oct 2026
Generated from: a scene from a small video game about: Create a first-person 3D voxel sandbox survival game inspired by the general concept of block-based exploration and construction. Core Concept The player enters a huge procedurally generated world made entirely from cubic blocks. Almost everything in the environment should be made of individual blocks that can be explored, collected, placed, destroyed, and used for crafting. The game should feel peaceful and colorful during the day but become dangerous at night. The player should have complete freedom to explore, build houses, dig underground, gather resources, craft equipment, farm, and fight hostile creatures. The world should continue generating outward as the player explores. Visual Style Use a stylized low-resolution voxel aesthetic. Every environmental object should have a cubic or block-based appearance. Textures should be colorful but slightly pixelated, with visible square patterns. Use approximately 16×16 or 32×32-style textures for blocks. Textures should have subtle variation rather than being completely flat: Grass blocks: bright green grass on top with dark brown soil visible on the sides. Dirt: brown with small darker and lighter pixels. Stone: gray with scattered darker gray pixels and irregular mineral patterns. Sand: pale yellow with tiny speckles. Gravel: gray-brown with individual small stones visible. Wood logs: brown bark texture on the sides and circular growth-ring patterns on the ends. Wooden planks: lighter brown boards with visible seams between planks. Leaves: clusters of green cubic foliage with slightly transparent or irregular edges. Water: translucent blue with a subtle animated surface. Lava: bright orange/red with slowly moving glowing patterns. Coal ore: dark stone containing black chunks. Iron ore: gray stone containing tan/orange patches. Gold ore: stone containing bright yellow patches. Diamond ore: stone containing cyan-blue crystalline patches. Snow: white blocks with subtle blue-gray shadows. Glass: transparent blocks with visible edges and reflections. Blocks should have different textures on different faces where appropriate. For example, grass should have green on top and dirt on its sides. World Generation Generate a large procedural world containing: Forests Plains Mountains Hills Deserts Snowy regions Beaches Oceans Rivers Caves Underground tunnels Underground ore deposits Terrain should be composed of stacked cubes rather than smooth terrain. Generate trees from blocks. A tree should consist of a vertical wooden trunk with cubic clusters of leaves. Create natural-looking terrain by varying elevation, vegetation density, water, and biome boundaries. Underground areas should contain multiple layers of stone, ores, caves, and occasional large underground chambers. Player The player is a first-person character. The player should have: Health Hunger Inventory Hotbar Armor slots Experience level Movement Jumping Sprinting Crouching The camera should smoothly follow the player's head. The player's hand should be visible in first person and should hold the currently selected item. When attacking or mining, animate the hand/item with a short swinging motion. Computer Controls Use these default keyboard and mouse controls: W — move forward S — move backward A — move left D — move right Space — jump Left Shift — crouch/sneak Left Ctrl — sprint Mouse movement — look around Left mouse button — attack or break blocks Right mouse button — use an item or place a block E — open inventory 1–9 — select hotbar slot Q — drop the selected item F5 — switch between first-person and third-person camera Esc — pause/menu T — open chat Mouse sensitivity should be adjustable. Block Interaction Every breakable block should have a visible interaction effect. When the player holds the left mouse button against a block: Show a small cracking pattern over the targeted block. The cracks should become progressively more visible. Different blocks should require different amounts of time to break. When the block breaks, play an appropriate sound. Spawn a small floating item representing the block. The item should fall with physics and be collectible. When collected, add it to the player's inventory. The block-breaking speed should depend on the player's tool. For example: Hand → slow Wooden pickaxe → faster against stone Stone pickaxe → faster Iron pickaxe → faster Diamond-level pickaxe → very fast Some blocks should require specific tools. Block Placement When the player selects a block and right-clicks a valid surface: Show a transparent preview of where the block will be placed. Place the block aligned perfectly to the voxel grid. Play a placement sound. Update nearby lighting and geometry if necessary. Do not allow blocks to overlap the player's body. Inventory Pressing E opens a large inventory interface. The inventory should visually resemble a grid of square item slots. Each item should have: Pixel-art icon Name Quantity Optional durability bar Items stack up to a reasonable maximum. The player should be able to: Pick up items Move items between slots Split stacks Drop items Equip armor Move items into the hotbar The bottom of the screen should always display a nine-slot hotbar. The currently selected slot should have a bright highlighted border. Crafting Add a crafting system. A basic crafting interface should have a 3×3 crafting grid and an output slot. Recipes should require specific arrangements of items. Examples: Wood logs → wooden planks Wooden planks → sticks Planks + sticks → wooden tools Stone + sticks → stone tools Iron + sticks → iron tools Planks → crafting table Coal + stick → torch Create additional recipes for: Pickaxes Axes Shovels Swords Hoes Torches Chests Doors Fences Ladders Furnaces Armor Building blocks Food Farming equipment Tools Tools should have durability. When a tool is used, its durability decreases. Show a colored durability bar beneath the item icon. Tools should have different effectiveness depending on their material. Example progression: Wood → Stone → Iron → Diamond → advanced/endgame material Better tools should mine blocks faster and last longer. Combat The player should be able to fight hostile creatures. Left-click attacks with the equipped weapon. Weapons should have different damage values. Add: Attack animations Hit sounds Damage effects Knockback Health bars where appropriate Death animations Item drops Avoid excessive gore. Keep combat stylized and suitable for a colorful fantasy game. Creatures Add passive animals such as: Cows Pigs Sheep Chickens They should wander around naturally, react to the player, make sounds, and drop useful resources when defeated. Add hostile nighttime creatures such as: A slow undead creature A ranged skeleton-like creature A small aggressive spider-like creature A mysterious explosive creature Each creature should have unique movement, sounds, attack behavior, health, and drops. Animals should use simple low-poly voxel models with pixel-art textures. Day and Night Create a complete day/night cycle. During daytime: The sky should be bright blue. The sun should move across the sky. Shadows should be soft. Passive animals should be common. The world should feel safe and peaceful. During nighttime: The sky becomes dark blue/black. Stars appear. The moon becomes visible. Ambient lighting becomes darker. Hostile creatures begin spawning. Torches and other light sources become important. Use dynamic lighting so that torches illuminate nearby blocks with a warm orange glow. Lighting Use voxel-friendly lighting. Different light sources should have different colors/intensities. Examples: Sunlight → warm white Torch → orange/yellow Lava → orange/red Magical crystals → cyan/purple Caves should become almost completely dark without a light source. Audio Give ever, 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
Sebastian Gibson
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