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Made with Nano Banana 2 Lite ยท CC0 ยท 2 Oct 2026
Generated from: a scene from a small video game about: make me a fps game where its a open world and you are fighting other AI players who have there own weapons and armor and tools. Once killed they drop them and you can pick them up. It should be a hard game with 3 classes. Army Navy and Air Force. They each have a ability. - The army has a better weapon that has first three-shot accuracy, so there's no recoil on the first three shots that are shot with an army player. They have a 15% buff to all armor. - The navy has an ability that can call in an ATV that they can travel around on. It has low health but can go pretty fast. They can also use binoculars that have a rangefinder built into them. - The Air Force has a drone that they can fly around that can spot enemies. Once they highlight an enemy, they have a ping on the map. If they crash the drone into or near an enemy, there's an explosion killing the enemy and breaking stuff around it. Enemies will target this drone. It can take three shots to the body, but one shot to a propeller. Gun should feel good, with strong recoil and be hard to control, and be super realistic. It should have a relatively blocky kind of feel, but still be modern and with good lighting. It should be in an active combat zone, so there are planes that are animating flying above, explosions, and flashes from shots. None of that will affect the player. There should be a large map, and there are lots of things to go find. There should be at least 15 weapons, from shotguns to SMGs to ARs to snipers, and then grenades and more stuff like that, and some basic vehicles.. Moment 2 of 3 of the first minute of play: the main challenge. Drawn as a rough storyboard sketch: grey pencil and marker on white paper, one accent colour, loose flat shapes, no shading detail, no background clutter. 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
Finley MacCalla
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