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Made with Nano Banana 2 Lite · CC0 · 7 Oct 2026
Generated from: a scene from a small video game about: KARNAN: THE SUN'S SON — 3D action RPG prototype, inspired by the Mahabharata / Karnan (Karna), NOT medieval European fantasy. Ancient Indian epic aesthetics throughout. 1. MAIN CHARACTER — KARNAN (fully controllable third-person): - Athletic adult Indian warrior, long dark hair, realistic physique, ancient Indian warrior clothing, golden kacha-inspired armour, golden Kundala-inspired earrings, traditional Indian ornaments, arm guards, bow + quiver, sword, heroic look, warm cinematic lighting on the gold. - Animations: idle, walk, run, sprint, jump, fall, land, dodge, sword attack, sword combo, block, bow equip, bow aim, bow shoot, hit, death, victory/heroic idle. 2. THIRD-PERSON CAMERA (not fixed, smooth follow, collision prevention, distance limits): - Desktop: WASD move, mouse rotate, wheel zoom, movement relative to camera. - Mobile: left virtual joystick = movement, right-side swipe = camera rotation (smooth), touch buttons: Attack, Jump, Dodge, Block, Bow, Interact. 3. PLAYER STATS: HP 100/100, Stamina 100/100, XP 0, Level 1. Stamina drains on sprint/dodge/combat actions. HP drains when enemies hit. At HP 0: death animation, controls lock, "KARNAN FALLEN" screen, Restart button. 4. COMBAT (modular weapon system, placeholders ok where finals are missing): - Sword: light attack, animation, hit detection, damage 20, enemy reaction, cooldown, no wall-through damage. - Block: reduces incoming damage, costs stamina. - Dodge: movement burst, short i-frames, stamina cost. - Bow: equip, aim with crosshair/aim direction, shoot arrow projectile with collision, damage, limited arrows (start 30). Show remaining arrows on HUD. 5. TRAINING ENEMY (not static): - Ancient Indian warrior / training fighter with sword and basic armour, clearly different look from Karnan. - HP 100/100. Behaviour: idle, detect Karnan in range, approach, attack with visible animation + cooldown, wait between attacks, react to hits, die at 0 HP. Enemy attacks damage Karnan. Show enemy health when targeted/engaged. 6. FIRST WORLD (small open 3D, mobile + desktop friendly performance): - Green grass, natural terrain, dirt paths, trees, rocks, small river, wooden/stone bridge, small ancient Indian-inspired village with a few simple houses, a training ground, distant hills/mountains. Constraints: build the actual playable game (not a mockup or static scene), modular systems for future expansion, keep working features when adding new ones, prioritise working gameplay over visual complexity, performance suitable for mid-range Android and desktop PCs, placeholder assets only for missing final 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.
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