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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: Rivals-style arena shooter: third-person CharacterBody3D player with WASD, mouse look, jump, and C/Left Ctrl slide (slide speed 14, 0.6s, Rivals-style slide-jump boost with air drag). Weapon on the camera fires a fast AR (damage 20, 0.12s fire rate, magazine 30 / reserve 90, R to reload, 2s reload, spread and recoil with recovery). Gun uses the RayCast3D under the Camera3D and calls take_damage on the collider. Targets are damageable (max_health 100, take_damage(amount), on death hide + collision_layer = 0, respawn after 3s restoring collision_layer = 1). Crosshair is a Control + _draw: green center dot radius 3 with four small ticks, on the camera so it stays on screen.. Moment 3 of 3 of the first minute of play: the first win. 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
user_ff7f1ab5
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