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Made with Nano Banana 2 Lite · CC0 · 2 Oct 2026
Generated from: The player character of a scene from a small video game about: CREATE A PLAYABLE 3D THIRD-PERSON SURVIVAL GAME PROTOTYPE CALLED “LAST CITY: 7 DAYS.” IMPORTANT: - BUILD THE ACTUAL GAME, NOT JUST A STATIC MOCKUP. - USE 3D REALISTIC-LOOKING GRAPHICS WHERE POSSIBLE. - MAKE IT PLAYABLE ON PC AND MOBILE. - KEEP THE CODE ORGANIZED AND MODULAR SO MORE FEATURES CAN BE ADDED LATER. - IF A FEATURE CANNOT BE FULLY IMPLEMENTED IN ONE STEP, CREATE A WORKING PROTOTYPE VERSION RATHER THAN REMOVING THE FEATURE. GAME STORY THE PLAYER WAKES UP IN A LARGE ABANDONED CITY. 95% OF THE PEOPLE HAVE DISAPPEARED. THE PLAYER HAS 7 IN-GAME DAYS TO: 1. SURVIVE. 2. EXPLORE THE CITY. 3. COLLECT FOOD, WATER AND SUPPLIES. 4. REPAIR RADIO TOWERS. 5. DISCOVER CLUES. 6. FIND OUT WHAT HAPPENED. 7. REACH THE FINAL OBJECTIVE BEFORE DAY 7 ENDS. 3D WORLD CREATE A LARGE 3D CITY WITH: - DOWNTOWN - SUBURBS - RESIDENTIAL AREAS - OLD TOWN - INDUSTRIAL ZONE - HOSPITAL - POLICE STATION - CITY HALL - SCHOOL - LIBRARY - MALL - SHOPS - FACTORIES - WAREHOUSES - TRAIN STATION - BANK - POWER PLANT - WATER TREATMENT PLANT - RADIO TOWERS - DOCKS / PORT - RIVER - BRIDGES - FORESTS - MOUNTAINS - UNDERGROUND TUNNELS BUILDINGS SHOULD HAVE REALISTIC 3D SHAPES, WINDOWS, DOORS, ROOFS, SIGNS, INTERIORS WHERE PRACTICAL, AND ENVIRONMENTAL DAMAGE. PLAYER CREATE A REALISTIC 3D HUMAN PLAYER CHARACTER. PLAYER FEATURES: - THIRD-PERSON CAMERA - WALKING - RUNNING - SPRINTING - CROUCHING - JUMPING - TURNING - ANIMATION BLENDING - FOOTSTEP ANIMATIONS - IDLE ANIMATIONS - STAMINA SYSTEM THE CHARACTER SHOULD MOVE NATURALLY, NOT SLIDE AROUND. ITEM SYSTEM ALLOW THE PLAYER TO FIND AND PICK UP ITEMS. ITEMS INCLUDE: - WATER - FOOD - MEDICAL SUPPLIES - BATTERIES - TOOLS - SCRAP - RADIO PARTS - FLASHLIGHT - MAP - KEYS - IMPORTANT STORY ITEMS WHEN THE PLAYER WALKS CLOSE TO AN ITEM, SHOW: PICK UP WHEN THE PLAYER PICKS IT UP, PLAY A SHORT HAND-REACHING / PICKING-UP ANIMATION AND ADD THE ITEM TO THE INVENTORY. DO NOT MAKE ITEMS MAGICALLY TELEPORT INTO THE INVENTORY. EATING ANIMATION ADD A REALISTIC BUT NON-GRAPHIC EATING ANIMATION. WHEN THE PLAYER SELECTS FOOD: 1. PLAYER STOPS MOVING. 2. PLAYER TAKES THE FOOD OUT. 3. PLAYER BRINGS IT TOWARD THEIR MOUTH. 4. PLAY A SHORT EATING ANIMATION. 5. FOOD COUNT DECREASES. 6. HUNGER RESTORES. 7. PLAYER RETURNS TO NORMAL MOVEMENT. DO THE SAME CONCEPT FOR DRINKING WATER WITH A BOTTLE. INVENTORY CREATE AN INVENTORY UI. SHOW: - FOOD - WATER - MEDICAL ITEMS - TOOLS - QUEST ITEMS - MATERIALS ADD LIMITED INVENTORY SPACE. THE RUNNER SHOULD HAVE LESS INVENTORY SPACE THAN THE SCAVENGER. SURVIVAL SYSTEM ADD: - HEALTH - HUNGER - THIRST - STAMINA - DAY/NIGHT CYCLE HUNGER AND THIRST SHOULD GRADUALLY CHANGE OVER TIME. THE PLAYER SHOULD NEED TO SEARCH BUILDINGS FOR SUPPLIES. NIGHT SYSTEM EVERY NIGHT, THE CITY CHANGES. RANDOMLY CHANGE SOME ELEMENTS SUCH AS: - LOCKED BUILDINGS - BLOCKED ROADS - LIGHTS TURNING ON - NEW RADIO SIGNALS - NEW DANGERS - CHANGED ITEM LOCATIONS - NEWLY ACCESSIBLE AREAS - WEATHER - FOG - POWER OUTAGES MAKE EACH DAY FEEL DIFFERENT. RADIO TOWERS ADD 3 RADIO TOWERS. THE PLAYER MUST FIND PARTS AND REPAIR THEM. REPAIRING A TOWER SHOULD USE A SHORT REPAIR ANIMATION. AFTER REPAIRING IT: - RADIO SIGNAL PLAYS. - NEW CLUE APPEARS. - MAP LOCATION MAY BE REVEALED. - STORY PROGRESS INCREASES. BUILDING INTERACTION ALLOW THE PLAYER TO: - OPEN DOORS - CLOSE DOORS - SEARCH CONTAINERS - SEARCH DRAWERS - ENTER SHOPS - ENTER HOUSES - ENTER IMPORTANT BUILDINGS - PICK UP ITEMS - USE KEYS - REPAIR OBJECTS - READ CLUES ADD SIMPLE INTERACTION PROMPTS SUCH AS: OPEN SEARCH PICK UP REPAIR USE EAT DRINK CHARACTER SYSTEM CREATE THESE PLAYABLE CHARACTERS: 1. THE RUNNER 2. THE MEDIC 3. THE ENGINEER 4. THE SCOUT 5. THE GUARD 6. THE DETECTIVE 7. THE MECHANIC 8. THE SCAVENGER 9. THE EXPLORER 10. THE HUNTER 11. THE SCIENTIST 12. THE UNKNOWN EACH CHARACTER SHOULD HAVE DIFFERENT STATS AND ONE SPECIAL ABILITY. GRAPHICS TARGET A CINEMATIC REALISTIC STYLE: - REALISTIC 3D BUILDINGS - REALISTIC LIGHTING - DYNAMIC SHADOWS - WEATHER - FOG - REFLECTIONS WHERE POSSIBLE - DAMAGED ROADS - OVERGROWN VEGETATION - ABANDONED VEHICLES - BROKEN WINDOWS - DEBRIS - REALISTIC MATERIALS OPTIMIZE THE GRAPHICS SO THE GAME CAN STILL RUN ON LOWER-END DEVICES. CONTROLS PC: WASD = MOVEMENT SHIFT = SPRINT CTRL = CROUCH SPACE = JUMP E = INTERACT TAB = INVENTORY ESC = MENU MOBILE: VIRTUAL JOYSTICK = MOVEMENT BUTTON = SPRINT BUTTON = CROUCH BUTTON = JUMP BUTTON = INTERACT BUTTON = INVENTORY CAMERA USE A THIRD-PERSON CAMERA. THE CAMERA SHOULD FOLLOW THE PLAYER SMOOTHLY. ADD CAMERA COLLISION SO IT DOES NOT PASS THROUGH BUILDINGS. USER INTERFACE DISPLAY: HEALTH HUNGER THIRST STAMINA CURRENT DAY TIME OBJECTIVE MINIMAP ADD: DAY 1 / 7 AND A CLEAR CURRENT OBJECTIVE SUCH AS: OBJECTIVE: FIND FOOD AND REPAIR RADIO TOWER RT-1 SAVE SYSTEM ADD A BASIC SAVE/LOAD SYSTEM FOR: - PLAYER LOCATION - CURRENT DAY - INVENTORY - HEALTH - HUNGER - THIRST - REPAIRED RADIO TOWERS - STORY PROGRESS FIRST PLAYABLE BUILD PRIORITIZE THESE FEATURES FIRST: 1. 3D CITY 2. 3D PLAYER 3. WALKING 4. RUNNING 5. THIRD-PERSON CAMERA 6. ITEM PICKUP 7. INVENTORY 8. FOOD 9. EATING ANIMATION 10. WATER + DRINKING 11. DAY/NIGHT CYCLE 12. BUILDING INTERACTION 13. RADIO TOWER 14. BASIC SURVIVAL SYSTEM MAKE THIS FIRST VERSION ACTUALLY PLAYABLE. DO NOT JUST SHOW PLACEHOLDER BUTTONS THAT DO NOTHING. AFTER THE CORE SYSTEM WORKS, ADD MORE BUILDINGS, CHARACTERS, STORY MISSIONS, WEATHER, NIGHT EVENTS, AND ADVANCED ANIMATIONS. GAME TITLE: LAST CITY: 7 DAYS TAGLINE: 7 DAYS. ONE CITY. FIND THE TRUTH., full body, plain background. 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
raghavendra d
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