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Made with Nano Banana 2 Lite · CC0 · 2 Oct 2026
Generated from: a scene from a small video game about: BLOXIA 6 — COMPLETE MASTER GAME DESIGN Create a huge, original Roblox open-world single-player story game called: BLOXIA 6 The city is called: BICE CITY The game has exactly 1 player per server. Make everything original to Bloxia 6. Do not copy GTA, GTA 6, Vice City, real characters, real companies, real logos, real maps, real vehicles, real missions, or copyrighted designs. ━━━━━━━━━━━━━━━━━━━━━━━━━━ 1. BICE CITY — OPEN WORLD ━━━━━━━━━━━━━━━━━━━━━━━━━━ Create a huge, detailed coastal city that takes a meaningful amount of time to explore. Include: * Downtown * Financial district * Residential neighborhoods * Beach neighborhoods * Suburbs * Shopping districts * Industrial district * Fictional gangster neighborhood * Desert * Desert town * Mountains * Forest * Countryside * Highways * Bridges * Tunnels * Airport * Marina * Harbor * Docks * Islands * Beaches * Boardwalks * Parks * Hidden locations Different districts must have their own architecture, roads, businesses, advertisements and atmosphere. The city contains: * Pedestrians * Traffic * Cars * Buses * Trains * Taxis * Boats * Restaurants * Shops * Hotels * Parks * Events * Billboards * Digital advertisements Pedestrians should have varied natural human appearances and skin tones. ━━━━━━━━━━━━━━━━━━━━━━━━━━ 2. LIVING CITY ━━━━━━━━━━━━━━━━━━━━━━━━━━ Bice City should continue operating even when the player is not nearby. Pedestrians can: * Walk * Talk * Shop * Eat * Exercise * Fish * Take photos * Use phones * Go to work * Go home * Ride public transportation * Visit restaurants * Visit beaches * Attend events Traffic should continue moving naturally. Different locations should become busier or quieter depending on the time. ━━━━━━━━━━━━━━━━━━━━━━━━━━ 3. DAY / NIGHT / WEATHER ━━━━━━━━━━━━━━━━━━━━━━━━━━ Create: * Sunrise * Morning * Afternoon * Sunset * Night Weather: * Sunny * Cloudy * Rain * Fog * Storms Weather changes the atmosphere and affects selected activities. ━━━━━━━━━━━━━━━━━━━━━━━━━━ 4. JOHN AND SAMANTHA'S HOME ━━━━━━━━━━━━━━━━━━━━━━━━━━ At the beginning of the game, John and Samantha already live together and are already a couple. They live in a small elevated wooden house near the beach. The house should NOT look luxurious. It is raised using wooden supports and has stairs leading to a small porch. Include: * Living room * Basic kitchen * Shared bedroom * Bathroom * Storage * Porch * Outdoor area * Basic furniture The ocean should be visible or audible. Around the house: * Sand * Palm trees * Plants * Beach paths * Wooden fences * Nearby homes * Beach access This is their first safehouse. Safehouse features: * Wardrobe * Inventory * Phone * Mission information * Save progress * Rest * Shower * Brush teeth * Drink water * Vehicle access ━━━━━━━━━━━━━━━━━━━━━━━━━━ 5. BASKETBALL AT JOHN AND SAMANTHA'S HOME ━━━━━━━━━━━━━━━━━━━━━━━━━━ Outside their home, create a small basketball area. The hoop is attached directly to the side of the wooden house. It must NOT be a free-standing basketball pole. Place a chair beside the house with a basketball on it. Interaction: “TAKE BASKETBALL” Then: “PLAY BASKETBALL” Allow: * Dribbling * Shooting * Passing * Practice shots * Retrieving the ball * Returning it to the chair John and Samantha have different basketball animations. Basketball is optional. ━━━━━━━━━━━━━━━━━━━━━━━━━━ 6. JACKSON'S APARTMENT ━━━━━━━━━━━━━━━━━━━━━━━━━━ Jackson lives in his own apartment in Bice City. His apartment should feel more urban than John's and Samantha's beach house. Include: * Living room * Bedroom * Kitchen * Bathroom * Balcony * Storage * Parking area Place it near: * Tall buildings * Shops * Restaurants * Streets * Traffic * Pedestrians Jackson's apartment is his safehouse. He can: * Change clothes * Use inventory * Use phone * Save * Rest * Shower * Brush teeth * Drink water * View missions * Access vehicles ━━━━━━━━━━━━━━━━━━━━━━━━━━ 7. MAIN CHARACTERS ━━━━━━━━━━━━━━━━━━━━━━━━━━ JOHN Age: 30 Money: $1,000 Personality: * Calm * Determined * Protective * Loyal deep voiced has a muscle body Skills: * Driving * Exploration * Planning * Quick decisions John and Samantha are a couple john is bright brown skin tone and american SAMANTHA Age: 31 Money: $500 Personality: * Smart * Confident * Independent * Determined has a beautiful body Skills: * Investigation * Navigation * Planning * Gathering information Samantha is John's girlfriend natural brown skin Spanish woman JACKSON Age: 32 Money: $10,000 Jackson has a natural Black skin tone. Personality: * Experienced * Confident * Resourceful * Loyal less deeper voice a bit fat always hyper active , dangerous Skills: * Driving * Planning * Equipment * Difficult missions Jackson is John's close friend. RELATIONSHIPS: John + Samantha = Couple John + Jackson = Close friends Samantha + Jackson = Friends only Jackson is NOT romantically involved with Samantha. ━━━━━━━━━━━━━━━━━━━━━━━━━━ 8. CHARACTER SWITCHING ━━━━━━━━━━━━━━━━━━━━━━━━━━ Allow switching between: * John * Samantha * Jackson when the story allows it. Some missions require a specific character. Do not allow switching during important cinematic sequences only what is happening accord After Mission 30, allow switching between characters who remain playable according to the ending. ━━━━━━━━━━━━━━━━━━━━━━━━━━ 9. MAP CHARACTER MARKERS ━━━━━━━━━━━━━━━━━━━━━━━━━━ Markers: J = John S = Samantha JX = Jackson The currently controlled character has the largest marker. Example: Playing John: [J] LARGE [S] SMALL [JX] SMALL Playing Samantha: [S] LARGE [J] SMALL [JX] SMALL Playing Jackson: [JX] LARGE [J] SMALL [S] SMALL Use this on: * Main map when i click the pause button * Mini-map that is square and in the left bottom cornor * Phone GPS * Vehicle navigation ━━━━━━━━━━━━━━━━━━━━━━━━━━ 10. AUTONOMOUS CHARACTER LIFE ━━━━━━━━━━━━━━━━━━━━━━━━━━ When the player controls one character for a long time, the other characters continue living their own lives. If controlling John: Samantha and Jackson perform independent activities. If controlling Samantha: John and Jackson perform independent activities. If controlling Jackson: John and Samantha perform independent activities. They can: * Go shopping * Eat * Play basketball * Visit the beach * Drive * Go boating * Fish * Visit friends * Visit businesses * Walk around * Stay home * Use their phones * Prepare for missions * Perform personal activities Their activities depend on: * Time * Weather * Personality * Story progress * Previous missions * Relationships Sometimes the player can unexpectedly encounter another main character in the city. Example: John is driving and sees Samantha near a shopping center. The player can stop and choose: “TALK” “HANG OUT” “CONTINUE” ━━━━━━━━━━━━━━━━━━━━━━━━━━ 11. MAIN STORY ━━━━━━━━━━━━━━━━━━━━━━━━━━ Create exactly 30 main missions but it should be like queue like if john made 2 or 1 mission Samantha 3 or 2 appear in the square map Each mission includes: * Number * Name * Characters * Location * Objectives * Dialogue * Rewards * Story progression * Cutscenes MISSIONS 1–10: Introduce: * John * Samantha * Their relationship * Their home * Bice City * Phone * GPS * Vehicles * Money * Activities MISSION 11: John and Samantha meet Jackson. All three become connected. MISSIONS 12–20: Introduce: * New characters * Businesses * New locations * Heists * Problems * Character development MISSIONS 21–28: Increase the stakes. Reveal: * More about John's trusted friend * More about the mysterious character * The main conflict Build toward Missions 29–30.. 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
Abdelnassir Ehab
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