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Made with Nano Banana 2 Lite · CC0 · 4 Oct 2026
Generated from: a scene from a small video game about: REALITY NG — Live Your Life. Make Your Reality. A Nigerian life simulator where the player actually lives inside Abuja. Not a collection of mini-games, but one connected living world: the player's character, phone, bank account, house, vehicle, job, business, relationships, family, investments, inventory, and activities all affect one another. QUALITY TARGET: The game should feel Nigerian, modern, social, alive, detailed, believable, interactive, beautiful, and original — like "my own life, but inside a game." FOCUS: Abuja as the setting (real districts, streets, landmarks, modern Nigerian life). MASTER DEVELOPMENT RULES (must follow every stage): 1. Do not replace functional mechanics with fake placeholder buttons unless clearly labeled as placeholders. 2. Do not generate empty menus pretending features work. 3. When a feature cannot be fully implemented yet, build a clean architecture and clearly label it "coming soon" so it can be expanded later. 4. Keep the game playable after every major development stage. 5. Preserve existing player data when adding new systems. 6. Optimize continuously. 7. Use modular systems (each system its own module, connected via a shared game state). 8. Keep all assets stylistically consistent. 9. Do not use copyrighted third-party assets without permission; use original art. 10. Do not embed payment secrets. All monetization must be server-side ready. 11. Do not fake multiplayer. 12. Do not fake real-world payment verification. 13. Do not make unimplemented areas (like "future cities") appear playable when they are not. 14. Prioritize gameplay over decorative menus. ARCHITECTURE: One connected world state (player, money, phone, housing, jobs, relationships, inventory, reputation, time/day cycle) that every system reads from and writes to. Modular systems: character/needs, phone, banking/money, housing, jobs/buisness, relationships/family, vehicles, inventory, locations/world. Placeholders are properly scaffolded modules with visible "coming soon" labels, never fake buttons. STAGING (build progressively, playable at each stage): Foundation: the player as a walking character in a believable, original-art Abuja neighborhood/landmark scene, with a working day cycle, basic hunger/energy needs, a functional phone (calls, messages), and a bank account with working balance — this is the playable core. Then grow in rounds: housing (buy/rent/manage a house), jobs and businesses (earn, spend, invest), relationships and family (relationships that affect the player), vehicles, inventory, and more of Abuja district by district. Each new system integrates into the shared state, keeps saved player data, and stays playable. Visual direction: original, modern, beautiful, stylistically consistent assets. No copyrighted material. Remember the core promise: Make Abuja feel like a real place. Make the player's decisions matter. One connected living world — not a feature list., 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
Chisom Umeike
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