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Made with Nano Banana 2 Lite · CC0 · 5 Oct 2026
Generated from: a scene from a small video game about: An original, mobile-first 3D action RPG with the progression feel of classic mobile avatar fighters — character creation, equipment collecting with rarity, upgrading, pets, combat, loot and PvP as the long-term vision — but with a wholly original modern-fantasy world, characters, names and art (no assets, names, maps or artwork copied from any existing game). Target platform: - iOS and Android, mobile-first from the beginning (not a PC game adapted later) - Landscape orientation, touch controls, 60 FPS on modern phones, optimised for mid-range phones Visual style: - Stylised, colourful high-quality 3D fantasy (not photorealistic) - Detailed, visually impressive characters, weapons, armour and environments, because collecting and upgrading gear will be a core part of the game - Strong visual identity, modern mobile RPG quality, clean readable UI Core concept: The player creates a fantasy character and explores a 3D world in real time, fighting enemies, gaining experience, collecting and equipping weapons and armour, upgrading their character and collecting pets. Long-term (do NOT build these yet): character creation and customisation, skills and abilities, pets with passive bonuses, quests, shops, dungeons, bosses, PvP arena, guilds and guild progression, trading/economy, multiple regions, online multiplayer. FIRST PROTOTYPE — build only this foundation, a small polished vertical slice that feels like the beginning of a real mobile RPG: 1. A small but visually polished stylised 3D fantasy village 2. One playable character 3. Third-person camera 4. Mobile virtual joystick for character movement 5. Touch-drag controls for camera orbit 6. Basic character movement with running and idle animations 7. A path leading from the village into a wilderness area 8. Three simple enemy types 9. Basic real-time third-person combat 10. Health bars above the player and enemies 11. One basic attack 12. XP gained from defeating enemies 13. A simple player level system 14. Gold drops from enemies 15. A very simple inventory holding weapons and armour 16. One basic equipment screen 17. A simple HUD designed for phone screens Do NOT add yet: multiplayer, complicated quests, guilds, monetisation, advertisements. Architecture: - Keep the project modular and organised so additional systems can be added later without rewriting what exists - Clean, maintainable, Godot 4-compatible code and scenes - Before adding major new systems, make sure the existing systems still work After creating the prototype: run the game, identify any errors or performance problems, and fix them before considering the prototype complete., 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.
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