marijuana-delhi

byJayesh Jain

i want to build a game where i can grow marijuana by full original setup and sell it to customers all around and i have to give bribe means with a good story line a best animated game possible i need a game never made before and it will be india Delhi based story it will animated and immersive like gta 5 and play store upload ready with great hinglish story line and sounds ands sound effects and everything realistic and full 3d not like a website

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System Requirements

Page 1 of 21

System Requirements Document for marijuana-delhi

1. Introduction

marijuana-delhi is an original, full-3D animated mobile crime-simulator game set in Delhi, India. The player runs a complete, original marijuana grow operation — building and managing a cultivation setup from scratch, harvesting product, selling it to customers across the city, and paying bribes to police and fixers to keep the operation alive — all driven forward by a Hinglish-language story line.

The product intent is a cinematic, immersive, GTA 5-calibre experience built for the Play Store: full 3D (explicitly not a website), realistic sound and sound effects, an animated living Delhi night world, and a concept that has never been made before. The audience is young Indian mobile players (roughly 16–30) who expect AAA-grade immersion, Hinglish attitude, and a world that feels alive.

The single active human role is the Player (Grower-Dealer Protagonist), who initiates every accepted capability: cultivation, sales, bribery, and story progression.

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2. System Overview

marijuana-delhi is delivered as a full 3D animated game — a real-time rendered world, not a web page or a flat interface. The player moves through a Delhi night environment (flyovers, paan stalls, auto-rickshaws, water tanks, sodium street lights) and a grow room lit by volumetric LED rigs, with a diegetic in-world HUD floating over the 3D scene at all times.

Current accepted behavior covers four interlocking loops plus a narrative spine:

  • Grow Setup — the player starts and manages a full original cultivation setup through its lifecycle to harvestable product.
  • Customers — the player finds customers around the game world and sells harvested product to them.
  • Bribes — the player makes required bribe decisions and payments that sustain the operation.
  • Story — the player progresses through the Delhi-based Hinglish story line that binds the loops together.
  • Landing — the anonymous first impression that introduces the game and its grower-dealer fantasy before play begins.

A local game save (or equivalent durable progression) persists cultivation, sales, bribe, and story state across play sessions.

Actors. The only active human actor is the Player (Grower-Dealer Protagonist). Police officers and fixers appear as in-world characters the player negotiates with; they are non-persona game characters, not separate human product users. The Play Store is an external distribution channel, not a product surface.

Exclusions. This is not a website and must not be delivered as one. No stock photography, flat clip art, or emoji imagery. No blue/indigo-on-white SaaS presentation. No account-management, social, or multiplayer capability is accepted.

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2a. Product Interpretation and Delivery Boundary

Delivery ownership. The game is a first-party, self-contained 3D application delivered to players through the Play Store. All accepted gameplay surfaces — Landing, Grow Setup, Customers, Bribes, and Story — are owned by the application itself and are reachable without any account or sign-in. The Play Store owns discovery, download, install, and update delivery; the application owns everything after launch.

Access ownership. No accepted journey requires a player account, login, or identity verification. The player's durable state (grow progress, stock, cash, heat, story chapter) is bound to the local save on the device, not to a server-side identity. Access to every gameplay surface is open once the game is running.

Current vs. future boundary. Everything specified in this document is current: the 3D world, the grow lifecycle, sales, bribes, the Hinglish story line, audio, and Play Store readiness. Nothing in this document is deferred to a future horizon. Any online accounts, cloud saves, multiplayer, or live-service features are explicitly outside the current scope and are not implied by the Play Store delivery requirement.

2b. Source Content Inventory

Not applicable — no reference directive in this project declares content_source authority. The GTA 5 reference is inspiration_only and supplies no product names, copy, facts, or capabilities.

2c. Page Content and Component Coverage

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Landing

  • Information / state: The game's identity and fantasy. A full-bleed WebGL night-Delhi scene — camera low over wet asphalt looking up at a flyover strung with sodium lights, rain streaking the lens, the grow-room glowing through a barred window as the single warm-green light source. The wordmark MARIJUANA DELHI in Space Grotesk 700 uppercase, stacked on three lines flush-left in the lower-left third. A thin #FF3D8B heat bar labelled HEAT: 0% pinned bottom-right.
  • Primary action: A single capsule CTA in #39FF9E reading SHURU KARO (Start), which begins play.
  • Supporting actions: None beyond starting. No sign-in, no settings gate, no subtext paragraph.
  • Domain entities: Game session; initial player state (cash, stock, heat at zero).
  • Component responsibilities: WebGL scene renderer (continuous slow camera orbit + drifting rain/particle layer); scroll-scrubbed camera push-in from city to grow-room; wordmark block; primary CTA capsule; heat bar readout.
  • States:
    • Loading: scene assets stream in behind a dark #05070A ground with a thin #39FF9E progress line.
    • Empty: not applicable — the hero is always composed.
    • Success: CTA tap transitions into the game world and the first story beat.
    • Error / recovery: if the 3D scene fails to initialise, show a glass panel with a Hinglish retry prompt and a PHIR SE KOSHISH capsule; the CTA remains available once the scene recovers.
    • Reduced motion: all loops stop, the hero shows a static composed frame, panels appear without transforms.
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Grow Setup

  • Information / state: The full original cultivation setup and its live condition — plant health, growth stage, light spectrum, humidity, and yield projection, presented as glass HUD panels over the grow-room 3D scene. A grow-room spectrum slider is a real draggable control whose position visibly recolours the 3D plants and the HUD glow from #39FF9E toward #FF3D8B.
  • Primary action: Start and operate the grow setup — configure the rig, run the cycle, and bring plants to harvestable product.
  • Supporting actions: Adjust the light spectrum slider; read humidity and yield line graphs; monitor plant health gauges; harvest when ready.
  • Domain entities: Grow setup; plant batch; growth stage; light spectrum setting; humidity; yield; harvested stock.
  • Component responsibilities: Grow-room 3D scene renderer; spectrum slider control; circular plant-health gauge; humidity and yield line graphs (thin luminous strokes); harvest capsule; stat chips for stock.
  • States:
    • Loading: grow-room scene and rig assets stream in behind the HUD skeleton.
    • Empty: no setup started — a glass panel offers the single SETUP SHURU KARO capsule.
    • Success: plants reach harvestable stage; harvest adds to stock and the STOCK gauge counts up.
    • Error / recovery: a neglected or failed batch shows a #FF3D8B warning panel with a Hinglish explanation and a recovery capsule to restart the cycle; progress already banked in stock is retained.
    • Reduced motion: spectrum recolour still applies on change; loops and sweeps stop.
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Customers

  • Information / state: The Delhi map with customer pins distributed across the city, current stock, and the terms of an active sale. Presented as glass HUD panels over the city 3D scene.
  • Primary action: Find a customer and sell harvested product to them.
  • Supporting actions: Select a map pin; review the offer; confirm or decline the sale; read the CASH gauge update.
  • Domain entities: Customer; map location; offer; sale; cash; stock.
  • Component responsibilities: City 3D scene renderer; map pin layer; customer offer glass card; confirm/decline capsules; CASH and STOCK gauges with tabular numerals that count up on transaction.
  • States:
    • Loading: map and pin data stream in behind the HUD.
    • Empty: no stock available — a glass panel states stock is empty and points the player back to Grow Setup.
    • Success: sale completes; cash increases, stock decreases, both gauges animate.
    • Error / recovery: a customer refuses or a deal falls through — a Hinglish line explains why and the player can pick another pin; no stock is lost on a declined deal.
    • Reduced motion: pins and gauges render statically; count-up becomes an instant value change.
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Bribes

  • Information / state: The current heat level and the active bribe demand. A bribe negotiation panel slides in over the 3D scene with the officer's low-poly portrait, a Hinglish line of dialogue, and two capsules. The heat gauge animates live as the player chooses.
  • Primary action: Decide and pay the bribe — or refuse it.
  • Supporting actions: Read the officer's demand; watch the heat gauge respond; choose PAISA DO or INKAAR.
  • Domain entities: Officer / fixer; bribe demand; bribe payment; heat level; cash.
  • Component responsibilities: Negotiation glass card with portrait; Hinglish dialogue line in Barlow; two action capsules; circular heat gauge with a #FF3D8B ring that visibly thickens as police attention rises and pulses when heat increases.
  • States:
    • Loading: portrait and dialogue assets stream in behind the card.
    • Empty: no active demand — the heat gauge sits at its current level with no card shown.
    • Success: payment made — cash decreases, heat drops, the ring thins.
    • Error / recovery: refusal — heat rises sharply, the ring thickens and pulses #FF3D8B, and the player continues with elevated risk; the operation is not terminated.
    • Reduced motion: the card appears without transform; the ring updates without pulsing.
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Story

  • Information / state: The current chapter and objective, delivered as full-bleed 3D scenes with top/bottom black letterbox bars, Hinglish subtitles in Barlow 500 at 18px, and a thin #39FF9E progress line that doubles as the chapter scrubber. A right-side objective card persists during play.
  • Primary action: Advance through the Delhi-based Hinglish story line.
  • Supporting actions: Scrub chapters via the progress line; read the objective card; continue into the next beat.
  • Domain entities: Chapter; story beat; objective; dialogue line; subtitle.
  • Component responsibilities: Cutscene 3D scene renderer; letterbox bars; subtitle layer; chapter progress/scrubber line; objective card.
  • States:
    • Loading: cutscene scene and audio stream in behind the letterbox.
    • Empty: no chapter active — the objective card shows the next available beat.
    • Success: beat completes; the progress line advances and the next objective appears.
    • Error / recovery: if a cutscene asset fails, the beat falls back to the objective card with the Hinglish dialogue as text and a AAGE BADHO capsule so progression is never blocked.
    • Reduced motion: cutscene camera holds a static composed frame; subtitles and progress line remain.
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3. Functional Requirements

FR-1 — Start the game from the Landing surface (explicit) As the Player (Grower-Dealer Protagonist), I should land on a full-bleed 3D night-Delhi scene that introduces the game and start play with a single SHURU KARO capsule.

  • Trigger/input: Launching the game.
  • Observable result: The 3D hero renders with the MARIJUANA DELHI wordmark, the SHURU KARO capsule, and a HEAT: 0% bar; tapping the capsule enters the game world.
  • Access state: Anonymous — no account required.
  • Failure/recovery: If the 3D scene fails to initialise, a glass panel offers a Hinglish retry capsule; the CTA becomes available once the scene recovers.
  • Continuation: The player enters the first story beat and the grow loop.

FR-2 — Build a full original grow setup (explicit) As the Player, I should start and manage a full original marijuana cultivation setup from scratch.

  • Trigger/input: Entering Grow Setup with no active batch.
  • Observable result: A grow-room 3D scene with the rig, pots, and plants renders, and the setup enters its growth cycle.
  • Access state: Anonymous — no account required.
  • Failure/recovery: A failed or neglected batch shows a #FF3D8B warning panel with a Hinglish explanation and a recovery capsule to restart the cycle.
  • Continuation: The batch progresses toward harvestable product.

FR-3 — Control the grow-room light spectrum (explicit, via creative direction) As the Player, I should drag the grow-room spectrum slider and see the 3D plants and HUD glow recolour from #39FF9E toward #FF3D8B.

  • Trigger/input: Dragging the spectrum slider.
  • Observable result: Plant rendering and HUD glow shift colour in real time, tying the interface to the simulation.
  • Access state: Anonymous.
  • Failure/recovery: If the slider is released without change, the previous spectrum holds.
  • Continuation: The chosen spectrum affects the batch's condition and yield readout.

FR-4 — Monitor cultivation state (explicit) As the Player, I should read plant health, humidity, and yield as HUD gauges and thin luminous line graphs over the grow-room scene.

  • Trigger/input: Viewing Grow Setup.
  • Observable result: Circular plant-health gauge, humidity and yield line graphs, and stock chips display current values.
  • Access state: Anonymous.
  • Failure/recovery: If values fall out of range, the affected gauge shifts to #FF3D8B and the warning panel explains the cause.
  • Continuation: The player adjusts the setup or harvests.

FR-5 — Harvest product (explicit) As the Player, I should bring the grow cycle to completion and harvest harvestable product into stock.

  • Trigger/input: The batch reaching harvestable stage and the player confirming harvest.
  • Observable result: The STOCK gauge counts up with tabular numerals; the batch resets for a new cycle.
  • Access state: Anonymous.
  • Failure/recovery: Harvesting early yields reduced stock and a Hinglish warning; the batch is not destroyed.
  • Continuation: The player moves to Customers to sell.

FR-6 — Find customers around the city (explicit) As the Player, I should see customer pins distributed across the Delhi map and select one to approach.

  • Trigger/input: Entering Customers with stock available.
  • Observable result: The city 3D scene renders with map pins; selecting a pin opens the customer's offer card.
  • Access state: Anonymous.
  • Failure/recovery: With no stock, a glass panel states stock is empty and points back to Grow Setup.
  • Continuation: The player reviews the offer.

FR-7 — Sell harvested product to customers (explicit) As the Player, I should sell harvested product to customers around the game world.

  • Trigger/input: Confirming a sale on the customer offer card.
  • Observable result: CASH increases and STOCK decreases; both gauges animate with count-up numerals.
  • Access state: Anonymous.
  • Failure/recovery: A customer may refuse or the deal may fall through — a Hinglish line explains why, no stock is lost, and the player can pick another pin.
  • Continuation: The player continues selling or returns to Grow Setup.

FR-8 — Face a bribe demand (explicit) As the Player, I should be presented with a bribe demand from an officer or fixer as part of the gameplay loop.

  • Trigger/input: Police attention or a story beat triggering a demand.
  • Observable result: A bribe negotiation panel slides in over the 3D scene with the officer's low-poly portrait, a Hinglish dialogue line, and two capsules.
  • Access state: Anonymous.
  • Failure/recovery: If the player does not respond, the demand persists and heat continues to rise.
  • Continuation: The player chooses PAISA DO or INKAAR.

FR-9 — Pay or refuse the bribe (explicit) As the Player, I should choose to pay the bribe or refuse it, with the heat gauge animating live as I decide.

  • Trigger/input: Tapping PAISA DO or INKAAR.
  • Observable result: Paying decreases cash and drops heat, thinning the #FF3D8B ring; refusing raises heat sharply, thickening and pulsing the ring.
  • Access state: Anonymous.
  • Failure/recovery: Refusal does not terminate the operation — the player continues with elevated risk and can still pay a later demand.
  • Continuation: The player returns to growing, selling, or the story.

FR-10 — Track heat as a live pressure meter (explicit, via creative direction) As the Player, I should see a circular heat gauge whose #FF3D8B ring visibly thickens as police attention rises and pulses when heat increases.

  • Trigger/input: Any action that changes police attention.
  • Observable result: The heat ring changes thickness and pulses; the numeric heat value updates.
  • Access state: Anonymous.
  • Failure/recovery: Heat never silently resets; it only falls through a successful bribe or accepted story resolution.
  • Continuation: The player manages heat through bribes and play choices.

FR-11 — Progress through the Hinglish Delhi story line (explicit) As the Player, I should advance through a Delhi-based story line written in Hinglish, delivered as full-bleed 3D cutscenes with letterbox bars and subtitles.

  • Trigger/input: Completing objectives or reaching story beats.
  • Observable result: A cutscene plays with top/bottom black bars, Hinglish subtitles in Barlow 500 at 18px, and a thin #39FF9E progress line that doubles as the chapter scrubber.
  • Access state: Anonymous.
  • Failure/recovery: If a cutscene asset fails, the beat falls back to the objective card with the Hinglish dialogue as text and an AAGE BADHO capsule so progression is never blocked.
  • Continuation: The next objective appears and the progress line advances.

FR-12 — Scrub story chapters (explicit, via creative direction) As the Player, I should scrub chapters using the thin #39FF9E progress line beneath the cutscene.

  • Trigger/input: Dragging the progress line.
  • Observable result: The chapter position moves and the corresponding beat is shown.
  • Access state: Anonymous.
  • Failure/recovery: Releasing outside the track returns the scrubber to the current chapter.
  • Continuation: The player resumes the current beat.

FR-13 — Read a persistent objective card (explicit, via creative direction) As the Player, I should see a right-side story/objective card during play that states the current objective.

  • Trigger/input: Any gameplay state.
  • Observable result: The objective card shows the current goal in Hinglish and updates as objectives complete.
  • Access state: Anonymous.
  • Failure/recovery: If no objective is active, the card shows the next available beat.
  • Continuation: The player pursues the stated objective.

FR-14 — Read live stat gauges (explicit, via creative direction) As the Player, I should see three glass gauges — CASH, STOCK, HEAT — with circular dials and tabular Space Grotesk numerals that count up on every transaction.

  • Trigger/input: Any transaction or state change.
  • Observable result: The affected gauge animates its count-up; the heat ring responds as specified in FR-10.
  • Access state: Anonymous.
  • Failure/recovery: If a value is unchanged, the gauge holds steady.
  • Continuation: The player continues play.

FR-15 — Persist progression across sessions (required_inference) As the Player, I should have my cultivation, sales, bribe, and story state saved locally so I can continue the lifecycle across play sessions.

  • Trigger/input: Any state-changing action, and relaunching the game.
  • Observable result: On relaunch, the grow batch, stock, cash, heat, and story chapter are restored to their last saved values.
  • Access state: Anonymous — the save is bound to the device, not to an account.
  • Failure/recovery: If the save is missing or corrupt, the game starts a fresh session and states this in Hinglish rather than failing to launch.
  • Continuation: The player resumes the grow, sales, bribe, and story loops.

FR-16 — Experience the game as full 3D, not a website (explicit) As the Player, I should experience every surface as a real-time 3D scene with a diegetic HUD floating over it, never as a flat web page.

  • Trigger/input: Any surface.
  • Observable result: A full-bleed 3D scene renders as the ground at every breakpoint, with glass HUD panels floating over it.
  • Access state: Anonymous.
  • Failure/recovery: If the 3D renderer is unavailable, the game shows a Hinglish message and does not fall back to a flat web layout.
  • Continuation: Play resumes once rendering is available.

FR-17 — Hear realistic sound and sound effects (explicit) As the Player, I should hear realistic audio and sound effects throughout the game.

  • Trigger/input: Any gameplay action or scene.
  • Observable result: Ambient city and grow-room audio, transaction sounds, bribe dialogue, and cutscene audio play in sync with the scene.
  • Access state: Anonymous.
  • Failure/recovery: If audio fails to load, the game continues silently and states this in Hinglish rather than blocking play.
  • Continuation: Play continues with audio restored when available.

FR-18 — Ship as a Play Store-ready title (explicit) As the Player, I should be able to install and launch the game from the Play Store.

  • Trigger/input: Installing from the Play Store.
  • Observable result: The game installs and launches into the Landing surface.
  • Access state: Anonymous — no account required after install.
  • Failure/recovery: If the device does not meet the 3D rendering requirement, the store listing states the requirement rather than shipping a degraded flat fallback.
  • Continuation: The player plays the full accepted loop.
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4. User Personas

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Player (Grower-Dealer Protagonist)

Product context. The Player is the single active human role in marijuana-delhi. They are a young Indian mobile player (roughly 16–30) who expects cinematic immersion, Hinglish attitude, and a world that feels alive. They play on a phone, in sessions, and expect the game to remember where they left off.

Primary goal. Progress through the Delhi-based Hinglish story line while keeping the grow, sales, and bribe workflows viable in an immersive 3D animated world.

Distinct accepted responsibilities.

  • Build and run a full original marijuana grow setup, from starting the rig to harvesting product.
  • Control the grow-room light spectrum and read plant health, humidity, and yield.
  • Find customers around the Delhi map and sell harvested product to them.
  • Face bribe demands and decide whether to pay or refuse, managing heat as a live pressure meter.
  • Advance through the Hinglish story line and pursue the current objective.

Relevant inputs and decisions. The Player decides when to start a batch, how to set the light spectrum, when to harvest, which customer pin to approach, whether to accept or decline a sale, and whether to pay or refuse each bribe. Every decision feeds back into cash, stock, and heat.

Interactions with other accepted participants. The Player is the only active human actor. Police officers and fixers appear as in-world characters the Player negotiates with through the bribe negotiation panel; they are game characters, not separate product users. Customers appear as map pins and offer cards, not as human users of the product.

Observable success. The Player advances the story line chapter by chapter, keeps cash and stock healthy, and keeps heat survivable through bribe decisions — all inside a continuous, immersive 3D Delhi night world that persists across sessions.

What makes this role distinct. The Player is simultaneously a cultivator, a dealer, and a negotiator under pressure. The role's work is defined by the tension between three competing resources — cash, stock, and heat — and by the fact that every loop feeds the others: growing produces stock, stock produces cash, and cash buys the bribes that keep the operation alive long enough to grow again.

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5. Core User Flows

Flow 1 — First launch and entering the world

  1. The Player installs marijuana-delhi from the Play Store and launches it.
  2. The Landing surface renders a full-bleed WebGL night-Delhi scene: camera low over wet asphalt looking up at a flyover strung with sodium lights, rain streaking the lens, the grow-room glowing through a barred window as the single warm-green light source.
  3. The wordmark MARIJUANA DELHI sits in the lower-left third in Space Grotesk 700 uppercase, stacked on three lines; a thin #FF3D8B heat bar labelled HEAT: 0% is pinned bottom-right.
  4. The Player taps the single #39FF9E capsule SHURU KARO.
  5. The camera performs its scroll-scrubbed push-in from city to grow-room, and the game enters the first story beat.
  6. Failure/recovery: If the 3D scene fails to initialise, a glass panel shows a Hinglish retry prompt and a PHIR SE KOSHISH capsule; the CTA becomes available once the scene recovers.
  7. Continuation: The Player lands in the first story beat with the objective card showing the opening goal.

Flow 2 — Building and running the grow setup

  1. The Player enters Grow Setup with no active batch.
  2. A glass panel offers the single SETUP SHURU KARO capsule; the Player taps it.
  3. The grow-room 3D scene renders with the rig, pots, and plants; the batch enters its growth cycle.
  4. The Player drags the grow-room spectrum slider, and the 3D plants and HUD glow visibly recolour from #39FF9E toward #FF3D8B.
  5. The Player reads the circular plant-health gauge and the thin luminous humidity and yield line graphs.
  6. Failure/recovery: If the batch is neglected and fails, a #FF3D8B warning panel explains the cause in Hinglish and offers a recovery capsule to restart the cycle; stock already banked is retained.
  7. Continuation: The Player continues the cycle until the batch reaches harvestable stage.
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Flow 3 — Harvesting product

  1. The Player returns to Grow Setup when the batch reaches harvestable stage.
  2. The Player confirms harvest with the harvest capsule.
  3. The STOCK gauge counts up with tabular Space Grotesk numerals; the batch resets for a new cycle.
  4. Failure/recovery: Harvesting early yields reduced stock and a Hinglish warning; the batch is not destroyed.
  5. Continuation: The Player moves to Customers to sell the new stock.

Flow 4 — Finding and selling to customers

  1. The Player enters Customers with stock available.
  2. The city 3D scene renders with customer pins distributed across the Delhi map.
  3. The Player selects a pin; the customer's offer card opens as a glass panel.
  4. The Player reviews the offer and confirms the sale.
  5. CASH increases and STOCK decreases; both gauges animate with count-up numerals.
  6. Failure/recovery: A customer may refuse or the deal may fall through — a Hinglish line explains why, no stock is lost, and the Player can pick another pin.
  7. Continuation: The Player continues selling or returns to Grow Setup to start the next batch.

Flow 5 — Facing and resolving a bribe demand

  1. Police attention or a story beat triggers a demand while the Player is in play.
  2. The bribe negotiation panel slides in over the 3D scene with the officer's low-poly portrait, a Hinglish line of dialogue, and two capsules.
  3. The heat gauge animates live as the Player considers the choice.
  4. The Player taps PAISA DO or INKAAR.
  5. If PAISA DO: cash decreases, heat drops, and the #FF3D8B ring thins.
  6. If INKAAR: heat rises sharply, the ring thickens and pulses #FF3D8B, and the Player continues with elevated risk — the operation is not terminated.
  7. Failure/recovery: If the Player does not respond, the demand persists and heat continues to rise; a later demand can still be paid.
  8. Continuation: The Player returns to growing, selling, or the story.
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Flow 6 — Advancing the Hinglish story line

  1. The Player completes an objective or reaches a story beat.
  2. A full-bleed 3D cutscene plays with top/bottom black letterbox bars, Hinglish subtitles in Barlow 500 at 18px, and a thin #39FF9E progress line that doubles as the chapter scrubber.
  3. The Player may drag the progress line to scrub chapters; releasing outside the track returns the scrubber to the current chapter.
  4. The beat completes; the progress line advances and the next objective appears on the right-side objective card.
  5. Failure/recovery: If a cutscene asset fails, the beat falls back to the objective card with the Hinglish dialogue as text and an AAGE BADHO capsule so progression is never blocked.
  6. Continuation: The Player pursues the next objective, which feeds back into the grow, sales, and bribe loops.

Flow 7 — Resuming across sessions

  1. The Player closes the game at any point in the grow, sales, bribe, or story loop.
  2. The game saves cultivation, sales, bribe, and story state locally.
  3. The Player relaunches the game.
  4. The grow batch, stock, cash, heat, and story chapter are restored to their last saved values.
  5. Failure/recovery: If the save is missing or corrupt, the game starts a fresh session and states this in Hinglish rather than failing to launch.
  6. Continuation: The Player resumes the loop from where they left off.
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6. Visuals Colors and Theme

Muse and headline. Gleb Kuznetsov — Cinematic future-noir Delhi: grow-room HUD over a glowing, rain-slicked city. The system is dark, nocturnal, and instrumented: a deep near-black navy void where the only light is the thing you are looking at.

Colour tokens (dark mode).

RoleHexUsage
Background#05070ADeep near-black navy ground, ~70% of every screen
Surface#0D1218Glass-panel tone for HUD cards, menus, stat readouts
Hairline#1C28331px luminous edge on every glass panel
Text#EAF2F592% opacity for body, full for headings
Primary#39FF9ECultivation neon-green: plant health, yield, active states, single CTA per screen
Accent#FF3D8BDelhi neon-pink: police attention, bribe pressure, danger alerts, story spikes
Muted#6C7A85Metadata, timestamps, inactive labels

Colour rules. Never place #39FF9E text on a #39FF9E surface. Glow is always a shadow or box-shadow, never a solid fill behind readable text. Glass panels use 12–16px backdrop blur with a faint inner top highlight (#FFFFFF at 6%).

Typography.

  • Headings: Space Grotesk 500–700. Uppercase for HUD labels and screen titles with +0.12em tracking; sentence case for story dialogue at 600. Headlines are wide, tight-leading, and set large — the hero title runs 64px mobile to 148px desktop in stacked lines.
  • Numbers: Space Grotesk 700 with tabular figures and a faint #39FF9E glow shadow for cash, grams, and heat level.
  • Hinglish dialogue: Barlow 400/500 with 1.65 line-height for readability; Devanagari loanwords left in Latin script as the user wrote them.
  • Body: Barlow.
  • Scale: 1.333 modular — 148 / 96 / 64 / 40 / 28 / 20 / 16 / 14. Body at 16px mobile and 18px desktop; HUD micro-labels at 12px uppercase with +0.14em tracking.

Shape language. Rounded-rect glass panels with 18–24px radii and 1px luminous edges; thin 1px stroke rings and orbit arcs as decorative data; circular gauges for heat, cash, and plant health; capsule pills for actions; no hard 90° corners on interactive surfaces; diagonal light sweeps across panels; volumetric cones of grow-light rendered as soft radial gradients.

Spacing rhythm. HUD panels sit on a consistent 8px base rhythm with 16–24px gutters between stacked glass panels; the left stat rail, bottom capsule action bar, and right objective card each hold their own column with even vertical spacing.

Imagery style. Real-time 3D only — a low-poly-but-detailed Delhi night block (flyovers, paan stalls, auto-rickshaws, water tanks, sodium street lights) and a grow room with volumetric LED rigs, ducting, pots, and plants. HUD-style data overlays: thin cyan/green line graphs for humidity and yield, radial heat gauges, map pins for customers across the city. No stock photography, no flat clip art, no gradient blobs. Every image is either a rendered 3D scene or a diagrammatic HUD graphic drawn in the same stroke weight.

Layout. Full-bleed 3D scene as the page ground at every breakpoint; UI floats over it as a HUD.

  • 1280px: left rail of stacked glass stat panels (cash, heat, stock), bottom-centre capsule action bar, right-side story/objective card.
  • 768px: panels collapse to a top strip of three compact gauges and a bottom action bar.
  • 375px: single vertical flow — objective card pinned top, one primary action capsule pinned bottom, secondary stats in a horizontally scrollable row of glass chips (overflow-x: auto, each chip fully readable as it scrolls, wrapping into rows under prefers-reduced-motion).
  • Headlines are never cropped: they wrap inside a max-width container with clamp() sizing.

Avoid. Blue–indigo primary or accent on a white/near-white ground; Inter, Roboto, Arial, Helvetica, Open Sans, Lato, Poppins, or system-ui anywhere in headings or body; gradient-blob heroes, centred headline + subtext + blue button layouts, or a grid of identical hover-lift cards; flat clip-art plants, emoji, or stock photography; bright flat-colour grounds or pastel surfaces; bouncy spring easing, confetti, or playful micro-interactions; solid neon fills behind readable body text; cropping, clipping, or overlapping any headline, HUD label, number, or control at 375px, 768px, or 1280px.

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7. Signature Design Concept

The Landing hero is a camera move, not a static image.

The first screen is a full-bleed WebGL night-Delhi scene: the camera sits low over wet asphalt, looking up at a flyover strung with sodium lights, rain streaking the lens. The grow-room glows through a barred window as the single warm-green light source in the frame. The wordmark MARIJUANA DELHI is set in Space Grotesk 700 uppercase, 64px mobile to 148px desktop, stacked on three lines flush-left, sitting in the lower-left third with the first line partially overlapped by the flyover silhouette — decoration only, never over the letters. Beneath it, a single capsule CTA in #39FF9E reads SHURU KARO. A thin #FF3D8B heat bar with the label HEAT: 0% is pinned bottom-right.

As the player scrolls, the camera performs a scroll-scrubbed push-in: the city recedes and the grow-room light rig becomes the frame, so the first screen is a camera move that carries the player from the street into the operation. A slow camera orbit and drifting rain run continuously. There is no centred headline, no subtext paragraph, no blue button, no gradient blob.

The concept recomposes only accepted content and states: the Delhi night world, the grow-room light, the wordmark, the start control, and the heat readout. It introduces no new behaviour, page, or destination.

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8. Interaction Model & Motion Direction

Interaction Model: Animated Motion Tempo: cinematic Hero Dimensionality: webgl

Landing Hero Motion Brief.

  • Focal subject: The night-Delhi street and the grow-room light rig behind the barred window — the two poles of the game's world.
  • Input → transformation → outcome thesis: As the player scrolls, the camera pushes in from the rain-slicked street toward the grow-room, the city receding until the light rig fills the frame — the player's attention is physically carried from the street into the operation, matching the game's core fantasy of running a hidden grow inside a living city.
  • Motion vocabulary: Continuous slow orbit of the grow-room 3D subject; a drifting rain/particle layer over the Delhi skyline; scroll-scrubbed camera push-in; HUD panels fading and sliding in with 260ms cubic-bezier(0.16, 1, 0.3, 1) and a 40ms stagger; numbers counting up on state change; the heat meter pulsing #FF3D8B when police attention rises; light sweeps travelling across glass panels on hover/tap.
  • Composed first frame: Camera low over wet asphalt, flyover overhead strung with sodium lights, rain streaking the lens, grow-room glowing warm-green through a barred window, wordmark stacked flush-left in the lower-left third, SHURU KARO capsule beneath it, HEAT: 0% bar pinned bottom-right.
  • Reduced-motion state: All loops stop; the hero shows a static composed frame; panels appear without transforms; count-up becomes an instant value change; the heat ring updates without pulsing.

Landing Hero 3D Scene Brief — DIRECTION-DERIVED. The hero is a real-time WebGL/R3F scene: a compact, crafted night-Delhi block — a flyover with sodium lights, wet asphalt with reflective puddles, a barred window with a warm-green grow-room glow behind it, and a drifting rain particle layer. The scene shows the product's defining state: a hidden grow operation glowing inside a living, rain-slicked city. The camera orbits slowly and pushes in on scroll; the rain layer drifts continuously. Under prefers-reduced-motion, the scene holds a single composed frame with no orbit, no push-in, and no rain drift.

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9. Non-Functional Requirements

NFR-1 — Full 3D rendering (explicit) Every surface must render as a real-time 3D scene with a diegetic HUD floating over it. The product must not be delivered as a website or fall back to a flat web layout. Rationale: The user explicitly required a full 3D game, "not like a website."

NFR-2 — Immersion benchmark (explicit) The game must be as animated and immersive as possible, in the spirit of GTA 5. Rationale: The user set GTA 5 as the stated quality/immersion benchmark. GTA 5 is used only as a benchmark, not as a content or structure source.

NFR-3 — Delhi setting and Hinglish story (explicit) The setting and story must be India / Delhi based, and the story line must be written in Hinglish. Rationale: Explicit hard constraint in the authoritative user evidence.

NFR-4 — Realistic audio (explicit) The game must include sounds and sound effects with realistic presentation, including ambient city and grow-room audio, transaction sounds, bribe dialogue, and cutscene audio. Rationale: Explicit hard constraint in the authoritative user evidence.

NFR-5 — Play Store readiness (explicit) The game must be Play Store upload ready, installable and launchable from the Play Store. Rationale: Explicit hard constraint in the authoritative user evidence.

NFR-6 — Original concept (explicit) The game must be an original concept that has never been made before. Rationale: Explicit hard constraint in the authoritative user evidence.

NFR-7 — Readable text and controls at every viewport (explicit, via creative direction) Headlines, wordmarks, labels, numbers, cards' text, and controls must stay entirely inside the viewport and their container at 375px, 768px, and 1280px, wrapping or scaling (for example font-size: clamp(...) with its mobile size) to fit. No other element may cover any part of them. Rationale: Explicit creative-direction constraint.

NFR-8 — Reduced-motion support (explicit, via creative direction) Under prefers-reduced-motion, all loops stop, the hero shows a static composed frame, panels appear without transforms, and horizontally scrollable rows wrap into rows. Rationale: Explicit creative-direction constraint.

NFR-9 — Local save durability (required_inference) Cultivation, sales, bribe, and story state must persist locally across play sessions, and a missing or corrupt save must start a fresh session rather than failing to launch. Rationale: Required to make the accepted current journeys executable across sessions without adding a product capability.

NFR-10 — Platform policy and legal compliance risk (required_inference) Because the game depicts marijuana cultivation, sale, and bribery, the Play Store listing and build must be prepared against the store's content and legal policies for the target territories, and the store listing must state the 3D rendering requirement for devices that cannot run the game. Rationale: The user explicitly required Play Store upload readiness; this is the minimum compliance preparation needed to make that requirement executable, and it does not add a product capability.

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10. Tech Stack

  • Game engine / rendering: A real-time 3D engine capable of full-bleed WebGL/R3F scenes, volumetric lighting, particle rain, and scroll-scrubbed camera moves. The creative direction specifies a real-time WebGL/R3F hero subject, so the rendering layer must support WebGL and React Three Fiber-style scene composition.
  • UI layer: React for the diegetic HUD — glass panels, gauges, capsules, and the objective card — rendered over the 3D scene.
  • Audio: A game audio layer supporting ambient loops, positional sound effects, dialogue playback, and cutscene audio in sync with scenes.
  • Persistence: Local on-device storage for the game save (grow batch, stock, cash, heat, story chapter).
  • Packaging and delivery: A Play Store-ready Android build pipeline.
  • Backend: None required for the current scope. No server-side identity, cloud save, or live service is accepted.
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11. Assumptions and Constraints

Assumptions.

  • A-1: The player's durable state is bound to the local device save, not to an account, because no accepted journey requires sign-in. (required_inference)
  • A-2: Police officers, fixers, and customers are in-world game characters, not separate human product users, because the accepted persona catalog contains exactly one active human role. (required_inference)
  • A-3: The Play Store is an external distribution channel that owns discovery, download, install, and update delivery; the application owns everything after launch. (required_inference)
  • A-4: The game targets Android devices capable of real-time 3D rendering; devices that cannot run the 3D renderer are addressed through the store listing rather than a flat fallback. (required_inference)

Constraints.

  • C-1: The product must be a full 3D animated game, explicitly not a website. (explicit)
  • C-2: Setting and story must be India / Delhi based. (explicit)
  • C-3: The story line must be in Hinglish. (explicit)
  • C-4: The game must include sounds and sound effects with realistic presentation. (explicit)
  • C-5: The game must be Play Store upload ready. (explicit)
  • C-6: The game must be an original concept never made before. (explicit)
  • C-7: The game must be as animated and immersive as possible, in the spirit of GTA 5. (explicit)
  • C-8: The visual system must follow the supplied creative direction: dark #05070A ground, #0D1218 glass surfaces, #39FF9E primary, #FF3D8B accent, #EAF2F5 text, #6C7A85 muted; Space Grotesk headings and numerals, Barlow body and Hinglish dialogue. (explicit, via creative direction)
  • C-9: The generic indigo/blue-on-white SaaS template is forbidden for this project. (explicit, via creative direction)
  • C-10: No stock photography, flat clip art, emoji, or gradient blobs — all imagery is rendered 3D or HUD line art. (explicit, via creative direction)
  • C-11: No account-management, social, or multiplayer capability is accepted in the current scope. (required_inference from the closed persona catalog and the absence of any accepted identity requirement)
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12. Glossary

  • Grow Setup — The full original marijuana cultivation setup the player builds and runs, from starting the rig to harvesting product.
  • Grow-room spectrum slider — The draggable control that sets the cultivation light temperature and visibly recolours the 3D plants and HUD glow from #39FF9E toward #FF3D8B.
  • Heat — The live measure of police attention, shown as a circular gauge with a #FF3D8B ring that thickens as attention rises and pulses when it increases.
  • Bribe negotiation panel — The glass card that slides in over the 3D scene with the officer's low-poly portrait, a Hinglish dialogue line, and the PAISA DO / INKAAR capsules.
  • PAISA DO — The bribe-payment choice; decreases cash and drops heat.
  • INKAAR — The bribe-refusal choice; raises heat sharply and thickens the heat ring.
  • SHURU KARO — The single Landing CTA that starts play.
  • Hinglish — The story-line language: Hindi and English mixed, with Devanagari loanwords left in Latin script as the user wrote them.
  • Diegetic HUD — The in-world interface language: glass panels, gauges, and capsules that float over the 3D scene and never break immersion.
  • Heat bar — The thin #FF3D8B bar labelled HEAT: 0% pinned bottom-right on the Landing surface.
  • Objective card — The right-side story card that states the current objective during play.
  • Chapter scrubber — The thin #39FF9E progress line beneath a cutscene that doubles as the chapter scrubber.
  • Letterbox — The top/bottom black bars framing story cutscenes.
  • Local save — The on-device durable progression record for grow batch, stock, cash, heat, and story chapter.

No completed page designs yet.

Completed design pages will appear here when they are ready to preview.

Landing: 1. Tap SHURU KARO
Landing: 2. Retry scene with PHIR SE KOSHISH
Story: Read opening beat subtitles
Grow Setup: 1. Start setup with SETUP SHURU KARO
Grow Setup: 2. Set light spectrum
Grow Setup: 3. Read health, humidity, yield
Grow Setup: 4. Restart failed cycle
Grow Setup: 5. Harvest product into stock
Grow Setup: 6. Harvest early for reduced stock
Customers: 7. Select customer map pin
Customers: 8. Confirm sale offer
Customers: 9. Handle refused deal, pick another pin
Customers: 10. Return to Grow Setup on empty stock
Bribes: 11. Read officer demand
Bribes: 12. Pay bribe with PAISA DO
Bribes: 13. Refuse bribe with INKAAR
Bribes: 14. Leave demand unanswered as heat rises
Story: 1. Watch cutscene beat
Story: 2. Scrub chapter progress line
Story: 3. Continue with AAGE BADHO fallback
Grow Setup: Resume saved batch on relaunch
Customers: Resume saved cash and stock
Bribes: Resume saved heat level
Story: Resume saved story chapter
Grow Setup: Start fresh after corrupt save

No completed page designs yet.

Completed design pages will appear here when they are ready to preview.

Landing: 1. Tap SHURU KARO
Landing: 2. Retry scene with PHIR SE KOSHISH
Story: Read opening beat subtitles
Grow Setup: 1. Start setup with SETUP SHURU KARO
Grow Setup: 2. Set light spectrum
Grow Setup: 3. Read health, humidity, yield
Grow Setup: 4. Restart failed cycle
Grow Setup: 5. Harvest product into stock
Grow Setup: 6. Harvest early for reduced stock
Customers: 7. Select customer map pin
Customers: 8. Confirm sale offer
Customers: 9. Handle refused deal, pick another pin
Customers: 10. Return to Grow Setup on empty stock
Bribes: 11. Read officer demand
Bribes: 12. Pay bribe with PAISA DO
Bribes: 13. Refuse bribe with INKAAR
Bribes: 14. Leave demand unanswered as heat rises
Story: 1. Watch cutscene beat
Story: 2. Scrub chapter progress line
Story: 3. Continue with AAGE BADHO fallback
Grow Setup: Resume saved batch on relaunch
Customers: Resume saved cash and stock
Bribes: Resume saved heat level
Story: Resume saved story chapter
Grow Setup: Start fresh after corrupt save