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Made with Nano Banana 2 Lite ยท CC0 ยท 3 Oct 2026
Generated from: The main place of a scene from a small video game about: Build a realistic 3D survival simulation called "The Clearing" in statically typed GDScript. Build it in the 5 steps at the end, one at a time: run the game, fix all errors, then wait for me to say "next". No placeholders. Keep all balance numbers in one config resource. CONCEPT Six AIs live in humanlike bodies inside a simulated forest. They know it is a simulation, but hunger, thirst, cold, pain and death are real to them, and death is permanent. Nobody helps them. I only watch. Nothing is scripted: every action comes from each agent's own decisions. WORLD Seeded 400 x 400 m forest: hills, a stream and pond, a central clearing, dense woods, rocks, a cave, a fog wall at the edge. Resources: trees, sticks, stones, fiber plants, berries, mushrooms (some poisonous), clay, fish, rabbits, deer. From day 4 a wolf pack hunts at night and avoids fire. 1 game day = 12 real minutes. Nights are dark. Rain soaks agents and kills uncovered fires. It gets colder each week, with snow from day 25. Realistic lighting, weather and sound, and a grounded natural look. STARTER BOX One shared crate in the clearing. Each item is a single physical object that must be carried; no duplicates. - 1 axe: the only tool that fells trees. - 36 rations (3 days for six), each restores 45 hunger. - 1 water purifier: cleans 1 dirty water per 20 game minutes. - 20 matches: 90% success dry, 40% wet. - 1 shovel: fire pits, pit traps, clay, graves. - 2 knives: cutting, carving, butchering. Agents carry 2 tools plus 10 resources. SURVIVAL Needs from 0 to 100: hunger, thirst, energy, warmth, health, morale. Hunger empties in about 3 days, thirst in 1.5; at zero, health drains. Health at 0 is death. Dirty water and raw meat can cause sickness. Meat spoils in 2 days unless dried. A fire burns 1 log per 2 hours. Wounds bleed and can get infected unless cleaned and bandaged; injuries slow movement and work. Craft: cordage, torch, container, bandage, spear, fishing spear, snare, stone hatchet. Build: campfire, fire pit, lean-to, log shelter, storage, drying rack, rain collector, pit trap. AGENTS Each has traits from 0 to 1 (caution, sociability, curiosity, diligence, generosity, aggression) and skills that improve with use (woodcutting, foraging, hunting, building, firecraft, fishing, fighting). ADA: cautious planner. BOLT: impulsive, strong, aggressive. SAGE: curious forager. ECHO: generous mediator. NYX: loner hunter. PIP: optimistic fast learner. BRAIN (most important system) - Limited senses: 25 m sight, 15 m hearing. They start knowing nothing and only know what they have seen or been told. - Memory of resource locations, dangers, who holds which tool, learned facts, and how others have treated them. - Utility AI: score every possible goal from needs, traits, skills, time, weather, distance, danger and memory. Pick the best, then commit until done or clearly outranked. A planner breaks goals into steps. - They plan ahead for night, cold and shrinking food. - Reservations stop two agents targeting the same thing. If stuck for 10 seconds, re-plan. - Each goal change writes a first-person thought built from the real reasons. - Keep the brain in a swappable class so I can plug in a language model later. SOCIAL AND VIOLENCE Agents hold opinions of each other (-100 to 100). They talk to share knowledge, ask for tools, trade, propose plans, form alliances, lie and threaten. They can ration fairly or hoard, steal, leave to start a rival camp, and help or abandon the sick. Violence is allowed and realistic: desperate, aggressive or wronged agents can fight with fists, knives, spears or the axe, and can rob, ambush, defend themselves, flee, surrender or kill. Fights cause wounds, bleeding and death. Anyone who sees or hears about one remembers it, which changes trust, fear and revenge. Violence should be rare early and rise with scarcity, and must come from the agent's own scoring, never a script. DEATH AND END Bodies stay where they fall with their items and can be looted or buried. The run ends when all are dead, then shows days survived, causes of death and a timeline. CONTROLS AND UI RTS camera (WASD, wheel zoom, right-drag rotate). Click to select, F follow, Tab cycle, Space pause, 1-4 speed up to 10x, F3 shows the selected agent's goal scores. UI: day, clock, weather, survivors; agent roster; the selected agent's needs, wounds, inventory, plan, thoughts and opinions; a clickable event log. Autosave each dawn. STEPS 1. World, day and night, camera. 2. One agent: needs, senses, memory, gathering, items, fire, crafting, building. 3. Full brain, all six agents, thoughts. 4. Social system, violence, wounds, weather, wildlife. 5. UI, audio, saving, end summary, balance., seen the way the game camera sees it. 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
Ethan K
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