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Made with Nano Banana 2 Lite · CC0 · 3 Oct 2026
Generated from: a scene from a small video game about: Aqui está um prompt único e completo que unifica todas as suas instruções de forma clara e detalhada: --- **Prompt:** > Create a pixel art 3D game featuring simple flight controls (move forward, backward, turn left, turn right). The player controls a World War II fighter plane fighting against the Axis powers, inspired by the style and atmosphere of *Ace Combat*. > **Art & Physics Rules:** > * The visual style must be entirely 3D pixel art. > * Ensure all enemy planes (including red planes) fly naturally forward, with correct flight animations and orientation. > * Add realistic environmental features and physical obstacles matching the real world. > * **Collision & Elevation:** Planes cannot pass or clip through mountains or terrain. The landscape acts as solid collision geometry. > > > **Damage System:** > * Implement a variable hull damage system: crashing into enemy planes, missiles, or terrain reduces hull health. The amount of damage taken depends directly on the force/angle of impact. > * **HUD Damage Indicator:** Include a small airplane icon in the bottom-left corner showing the plane's damage status in real time across its different sections: > * **Green:** Undamaged section. > * **Yellow:** Partially damaged section. > * **Red:** Critically damaged section. If a red section suffers another hit or collision, the plane is immediately destroyed. > > > >, 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
Bernardo Ulsenheimer
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