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Made with Nano Banana 2 Lite · CC0 · 2 Oct 2026
Generated from: a scene from a small video game about: Original 3D anime ocean adventure RPG inspired by the structure of popular pirate RPGs (all assets, names, maps, sounds and UI visuals must be original — do not copy any Blox Fruits content; the 2 attached screenshots are referenced only for UI organization: main menu, CHOOSE YOUR SIDE screen, and a permanent in-game HUD with separate system buttons). Priority 1 — animated main menu: big game logo/title, buttons for PLAY, CHARACTER, INVENTORY, SETTINGS and CREDITS, animated 3D ocean background with islands, ships and characters, camera movement, UI animations, ambient music. Clicking PLAY opens a full "CHOOSE YOUR SIDE" screen with two large panels: PIRATE (original pirate character preview, description, starting location, confirm) and MARINE (original marine character preview, description, starting location, confirm). The chosen faction is saved and later affects starting island, NPCs, quests, reputation, clothing, ships and shops. Priority 2 — in-game HUD (structural reference from screenshot 2, original visual design): permanent clickable buttons around the screen for Inventory, Character, Stats, Powers, Map, Quests, Shop, Settings, Boat/Ship and Social, each with icon, hover effect, click animation, tooltip and a real working GUI that opens and closes smoothly (no fake buttons). Player status HUD: money, level, XP bar, health bar, energy bar, current faction, current quest tracker, ability hotbar, equipped weapon, power mastery. Health/energy update in real time; XP comes from quests and enemies; leveling up works. Priority 3 — starter world: one starter island with a town (roads, buildings, boat area, hidden spot), ocean surrounding it, and an isolated beginner-style stylized humanoid player (blocky proportions, messy brown hair, simple face, basic shirt/pants/shoes — original design). Islands have unique themes, recommended level and actual gameplay content (quest area, enemies, shops, NPC spots). NPC system: every major island has functional NPCs with unique looks, names, dialogue, interaction prompts and idle behavior — quest NPC, boat dealer, weapon shop, fighting-style trainer, power/fruit NPC, accessory shop, information NPC, spawn/teleport NPC, and secret NPCs where appropriate. Boat dealer system: boat shop GUI listing boats with preview, name, price, speed, health, capacity, requirements, BUY and EQUIP buttons. Purchased boats are saved, can be spawned at designated water spawn points near islands (never on land or inside buildings), and fully work: sit in, drive, turn, accelerate, brake, travel the ocean, dock near islands, with water wake VFX and engine sounds. Health, damage and sinking animation included. Quest system: quest GUI with name, description, objective progress (e.g. 0/5), XP and money rewards; kill objectives update automatically; completion shows an animation, plays a reward sound, grants XP and money, and updates the HUD quest tracker. Combat: responsive melee (punches, kicks, combos, heavy, dash, dodge, block); swords (equip animation, combos, slash trails, hit VFX/SFX, special); guns (aim, shoot, reload, muzzle flash, projectile VFX, impact); all functional. Power/fruit system (original powers): dedicated power GUI showing current power, icon, mastery, mastery XP, and all abilities with icons, names, descriptions, energy costs, cooldowns and mastery requirements. Each ability works with casting animation, unique VFX, SFX, hit detection, damage, cooldown, energy cost, impact effects and camera feedback. The starter build should follow this development order and test each system: 1 main menu, 2 pirate/marine selection, 3 player character, 4 HUD, 5 island, 6 NPC system, 7 boat dealer, 8 working boats, 9 quest system, 10 inventory, 11 combat, 12 swords, 13 guns, 14 power system, 15 power GUI, 16 shops, 17 map, 18 bosses, 19 more islands, 20 multiplayer, 21 advanced VFX, 22 polish. Do not break working systems, 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
Diego Antonio Gutiérrez
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