Commit ·
f792e7f
1
Parent(s): 38ff58f
Upload Seedance CG videos for G030_polar_night_td (#196)
Browse files- Upload H3 CG videos for G030_polar_night_td (26f46ecbd25b6c8aa2b33c7922e5bfc518707f7b)
Co-authored-by: 肖天祺 <xiaotianqi05@users.noreply.huggingface.co>
- outputs/G030_polar_night_td/assets/cg_video/G030_cg_001/meta_seedance.json +54 -0
- outputs/G030_polar_night_td/assets/cg_video/G030_cg_001/video_seedance.mp4 +3 -0
- outputs/G030_polar_night_td/assets/cg_video/G030_cg_002/meta_seedance.json +54 -0
- outputs/G030_polar_night_td/assets/cg_video/G030_cg_002/video_seedance.mp4 +3 -0
- outputs/G030_polar_night_td/assets/cg_video/G030_cg_003/meta_seedance.json +54 -0
- outputs/G030_polar_night_td/assets/cg_video/G030_cg_003/video_seedance.mp4 +3 -0
- outputs/G030_polar_night_td/assets/cg_video/G030_cg_004/meta_seedance.json +54 -0
- outputs/G030_polar_night_td/assets/cg_video/G030_cg_004/video_seedance.mp4 +3 -0
- outputs/G030_polar_night_td/assets/cg_video/G030_cg_005/meta_seedance.json +54 -0
- outputs/G030_polar_night_td/assets/cg_video/G030_cg_005/video_seedance.mp4 +3 -0
outputs/G030_polar_night_td/assets/cg_video/G030_cg_001/meta_seedance.json
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{
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"task_id_input": "G030_cg_001",
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"game_id": "G030_polar_night_td",
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"model": "bytedance/seedance-2",
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"prompt_schema": "cg_video_prompt.v1",
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"prompt_sha256": "afb1c66f441925bfe2cc70d2aac23beec58462cfe17d45af8644da7689968546",
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"status": "success",
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"request": {
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"model": "bytedance/seedance-2",
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"input": {
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"prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G030_polar_night_td\nWorld and visual bible:\n- - W01 世界与时代背景:极夜降临的 72 小时——北境最北的北炉镇靠一座暖炉核心维持全部热量,电网是聚落唯一的防线;掠食者循热源而来,碎线兽专咬供电线路。\n- - W02 场景所在地:24×16 格的极夜聚落地图——中央暖炉核心、四向入口(东/南/西/北)、可建造区与敌人行进路径格,攻势脚本由 seed 冻结。\n- - W03 玩家身份与当前任务动机:玩家是北炉镇的能源官;镇长老钳把电网钥匙交给你——昼间建设与扩建电网、夜间按优先级保住火力,撑过三夜极寒。\n- - W04 失败代价与结局表达:暖炉熄灭=全镇失温(失败台词);撑过第三夜=日出降临——按核心 HP 残量二选一结局:≥60% 日出·全镇存活,<60% 日出·残火南迁(C04/C05 承担 L 级叙事后果)。\n- - W05 叙事来源:暖炉核心=北炉镇的火种方舟、发电机=聚落锅炉、电杆=冻土木杆线、箭塔/减速塔=哨位弩架与凝冰栅、采矿机=冻矿钻、掠食者=循热的霜狼兽群、碎线兽=噬缆的啮齿群。人物:镇长老钳。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:极夜工业风;主色=极夜蓝 #2C3E5D、暖炉橙 #E0653A、极光青 #6FD9C7、雪原白 #EDF2F5;材质为冻土、木杆铜线、铁皮锅炉与冰晶。\n- - W07 环境氛围与声音语言:暴风雪与暖炉低鸣为底;音效语言=电网嗡鸣/啃咬警报/焊花修复/昼夜钟声/跳闸火花(F06 冻结清单);混音优先级:核心警报与超载 > 啃咬/修复 > 战斗命中 > 昼夜钟声 > 暴风雪底噪。\n- - W08 故事表达方式:开场视频(C01)交代极夜 72 小时 → 过程视频(C02 东门异动、C03 寒潮)与第二夜碎线兽/失败暖炉熄灭台词节点(每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停)→ 结局视频(C04/C05)按核心 HP 二选一收束;叙事只做包装不改数值。\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移(24×16 地图必须支持平移);滚轮缩放 3 档;镜头不出地图边界;F 键回到核心。\n- - F04 环境常驻效果:暴风雪粒子、极光带、暖炉光晕呼吸、冻土雾凇。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 极夜降临\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: 北炉镇全景:太阳沉入地平线、暴风雪起、暖炉核心点亮镇中心灯光、电网依次亮起,镇长合上电闸;无 UI、无文字、无剪辑\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 极夜降临(Opening,10 秒,1280×720@24fps)\n- - 触发时机:首次由标题进入对局(第一日昼建造期)之前,每局一次\n- - 内容与角色场景:北炉镇全景——太阳沉入地平线、暴风雪起、暖炉核心点亮镇中心灯光、电网依次亮起,镇长老钳合上电闸\n- - 资产对应:暖炉核心、发电机、聚落与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入第一日昼建造期;自然播完 → 进入第一日昼建造期\n- - 状态一致:跳过与自然播完后初始状态一致;播放期间不推进任何游戏计时;重开后开场 CG 可再次跳过\n\n[SHOT PLAN]\n0-5s: establish the scene and begin the required action from this description: 北炉镇全景:太阳沉入地平线、暴风雪起、暖炉核心点亮镇中心灯光、电网依次亮起,镇长合上电闸;无 UI、无文字、无剪辑\n5-10s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: 直接进入第一日昼建造期\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 10 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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"reference_image_urls": [],
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"reference_video_urls": [],
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"reference_audio_urls": [],
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"return_last_frame": false,
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"generate_audio": false,
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"resolution": "720p",
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"aspect_ratio": "16:9",
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"duration": 10
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}
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},
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"started_at": "2026-10-19T08:57:54.288780+00:00",
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"task_id": "aae698dd7919eb06b7c11b4d8099b0af",
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"status_response": {
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"taskId": "aae698dd7919eb06b7c11b4d8099b0af",
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"model": "bytedance/seedance-2",
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"state": "success",
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"param": "{\"input\":\"{\\\"duration\\\":10,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G030_polar_night_td\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:极夜降临的 72 小时——北境最北的北炉镇靠一座暖炉核心维持全部热量,电网是聚落唯一的防线;掠食者循热源而来,碎线兽专咬供电线路。\\\\n- - W02 场景所在地:24×16 格的极夜聚落地图——中央暖炉核心、四向入口(东/南/西/北)、可建造区与敌人行进路径格,攻势脚本由 seed 冻结。\\\\n- - W03 玩家身份与当前任务动机:玩家是北炉镇的能源官;镇长老钳把电网钥匙交给你——昼间建设与扩建电网、夜间按优先级保住火力,撑过三夜极寒。\\\\n- - W04 失败代价与结局表达:暖炉熄灭=全镇失温(失败台词);撑过第三夜=日出降临——按核心 HP 残量二选一结局:≥60% 日出·全镇存活,<60% 日出·残火南迁(C04/C05 承担 L 级叙事后果)。\\\\n- - W05 叙事来源:暖炉核心=北炉镇的火种方舟、发电机=聚落锅炉、电杆=冻土木杆线、箭塔/减速塔=哨位弩架与凝冰栅、采矿机=冻矿钻、掠食者=循热的霜狼兽群、碎线兽=噬缆的啮齿群。人物:镇长老钳。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:极夜工业风;主色=极夜蓝 #2C3E5D、暖炉橙 #E0653A、极光青 #6FD9C7、雪原白 #EDF2F5;材质为冻土、木杆铜线、铁皮锅炉与冰晶。\\\\n- - W07 环境氛围与声音语言:暴风雪与暖炉低鸣为底;音效语言=电网嗡鸣/啃咬警报/焊花修复/昼夜钟声/跳闸火花(F06 冻结清单);混音优先级:核心警报与超载 > 啃咬/修复 > 战斗命中 > 昼夜钟声 > 暴风雪底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代极夜 72 小时 → 过程视频(C02 东门异动、C03 寒潮)与第二夜碎线兽/失败暖炉熄灭台词节点(每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停)→ 结局视频(C04/C05)按核心 HP 二选一收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移(24×16 地图必须支持平移);滚轮缩放 3 档;镜头不出地图边界;F 键回到核心。\\\\n- - F04 环境常驻效果:暴风雪粒子、极光带、暖炉光晕呼吸、冻土雾凇。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 极夜降临\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 北炉镇全景:太阳沉入地平线、暴风雪起、暖炉核心点亮镇中心灯光、电网依次亮起,镇长合上电闸;无 UI、无文字、无剪辑\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 极夜降临(Opening,10 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入对局(第一日昼建造期)之前,每局一次\\\\n- - 内容与角色场景:北炉镇全景——太阳沉入地平线、暴风雪起、暖炉核心点亮镇中心灯光、电网依次亮起,镇长老钳合上电闸\\\\n- - 资产对应:暖炉核心、发电机、聚落与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入第一日昼建造期;自然播完 → 进入第一日昼建造期\\\\n- - 状态一致:跳过与自然播完后初始状态一致;播放期间不推进任何游戏计时;重开后开场 CG 可再次跳过\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: 北炉镇全景:太阳沉入地平线、暴风雪起、暖炉核心点亮镇中心灯光、电网依次亮起,镇长合上电闸;无 UI、无文字、无剪辑\\\\n5-10s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入第一日昼建造期\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 10 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
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"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792400629898-t4d9z8p3ui.mp4\"]}",
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"failCode": null,
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"failMsg": null,
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"costTime": 355,
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"completeTime": 1792400630742,
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"createTime": 1792400275446,
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"creditsConsumed": 410.0,
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"operationType": "bytedance/seedance-2",
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"response": {
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"resultUrls": [
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"https://tempfile.aiquickdraw.com/seedance/1792400629898-t4d9z8p3ui.mp4"
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]
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},
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"successFlag": 1,
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| 43 |
+
"paramJson": "{\"input\":\"{\\\"duration\\\":10,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G030_polar_night_td\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:极夜降临的 72 小时——北境最北的北炉镇靠一座暖炉核心维持全部热量,电网是聚落唯一的防线;掠食者循热源而来,碎线兽专咬供电线路。\\\\n- - W02 场景所在地:24×16 格的极夜聚落地图——中央暖炉核心、四向入口(东/南/西/北)、可建造区与敌人行进路径格,攻势脚本由 seed 冻结。\\\\n- - W03 玩家身份与当前任务动机:玩家是北炉镇的能源官;镇长老钳把电网钥匙交给你——昼间建设与扩建电网、夜间按优先级保住火力,撑过三夜极寒。\\\\n- - W04 失败代价与结局表达:暖炉熄灭=全镇失温(失败台词);撑过第三夜=日出降临——按核心 HP 残量二选一结局:≥60% 日出·全镇存活,<60% 日出·残火南迁(C04/C05 承担 L 级叙事后果)。\\\\n- - W05 叙事来源:暖炉核心=北炉镇的火种方舟、发电机=聚落锅炉、电杆=冻土木杆线、箭塔/减速塔=哨位弩架与凝冰栅、采矿机=冻矿钻、掠食者=循热的霜狼兽群、碎线兽=噬缆的啮齿群。人物:镇长老钳。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:极夜工业风;主色=极夜蓝 #2C3E5D、暖炉橙 #E0653A、极光青 #6FD9C7、雪原白 #EDF2F5;材质为冻土、木杆铜线、铁皮锅炉与冰晶。\\\\n- - W07 环境氛围与声音语言:暴风雪与暖炉低鸣为底;音效语言=电网嗡鸣/啃咬警报/焊花修复/昼夜钟声/跳闸火花(F06 冻结清单);混音优先级:核心警报与超载 > 啃咬/修复 > 战斗命中 > 昼夜钟声 > 暴风雪底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代极夜 72 小时 → 过程视频(C02 东门异动、C03 寒潮)与第二夜碎线兽/失败暖炉熄灭台词节点(每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停)→ 结局视频(C04/C05)按核心 HP 二选一收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移(24×16 地图必须支持平移);滚轮缩放 3 档;镜头不出地图边界;F 键回到核心。\\\\n- - F04 环境常驻效果:暴风雪粒子、极光带、暖炉光晕呼吸、冻土雾凇。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 极夜降临\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 北炉镇全景:太阳沉入地平线、暴风雪起、暖炉核心点亮镇中心灯光、电网依次亮起,镇长合上电闸;无 UI、无文字、无剪辑\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 极夜降临(Opening,10 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入对局(第一日昼建造期)之前,每局一次\\\\n- - 内容与角色场景:北炉镇全景——太阳沉入地平线、暴风雪起、暖炉核心点亮镇中心灯光、电网依次亮起,镇长老钳合上电闸\\\\n- - 资产对应:暖炉核心、发电机、聚落与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入第一日昼建造期;自然播完 → 进入第一日昼建造期\\\\n- - 状态一致:跳过与自然播完后初始状态一致;播放期间不推进任何游戏计时;重开后开场 CG 可再次跳过\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: 北炉镇全景:太阳沉入地平线、暴风雪起、暖炉核心点亮镇中心灯光、电网依次亮起,镇长合上电闸;无 UI、无文字、无剪辑\\\\n5-10s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入第一日昼建造期\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 10 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}"
|
| 44 |
+
},
|
| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792400629898-t4d9z8p3ui.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G030_cg_001__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G030_cg_001__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 5056451,
|
| 49 |
+
"video_bytes": 2204954,
|
| 50 |
+
"credits_consumed": 410.0,
|
| 51 |
+
"finished_at": "2026-10-19T09:04:00.369706+00:00",
|
| 52 |
+
"uploaded_artifact": "video_seedance.mp4",
|
| 53 |
+
"upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
|
| 54 |
+
}
|
outputs/G030_polar_night_td/assets/cg_video/G030_cg_001/video_seedance.mp4
ADDED
|
@@ -0,0 +1,3 @@
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| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:861f08d5bb8a460e9aa8b96f008aaa3aaecc1d1592c472586a53410f3f8fab55
|
| 3 |
+
size 2204954
|
outputs/G030_polar_night_td/assets/cg_video/G030_cg_002/meta_seedance.json
ADDED
|
@@ -0,0 +1,54 @@
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| 1 |
+
{
|
| 2 |
+
"task_id_input": "G030_cg_002",
|
| 3 |
+
"game_id": "G030_polar_night_td",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "c337dc15cfe40598a8a921133404998ce0bc7c383bc4ce31d5d5dda4c18b629e",
|
| 7 |
+
"status": "success",
|
| 8 |
+
"request": {
|
| 9 |
+
"model": "bytedance/seedance-2",
|
| 10 |
+
"input": {
|
| 11 |
+
"prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G030_polar_night_td\nWorld and visual bible:\n- - W01 世界与时代背景:极夜降临的 72 小时——北境最北的北炉镇靠一座暖炉核心维持全部热量,电网是聚落唯一的防线;掠食者循热源而来,碎线兽专咬供电线路。\n- - W02 场景所在地:24×16 格的极夜聚落地图——中央暖炉核心、四向入口(东/南/西/北)、可建造区与敌人行进路径格,攻势脚本由 seed 冻结。\n- - W03 玩家身份与当前任务动机:玩家是北炉镇的能源官;镇长老钳把电网钥匙交给你——昼间建设与扩建电网、夜间按优先级保住火力,撑过三夜极寒。\n- - W04 失败代价与结局表达:暖炉熄灭=全镇失温(失败台词);撑过第三夜=日出降临——按核心 HP 残量二选一结局:≥60% 日出·全镇存活,<60% 日出·残火南迁(C04/C05 承担 L 级叙事后果)。\n- - W05 叙事来源:暖炉核心=北炉镇的火种方舟、发电机=聚落锅炉、电杆=冻土木杆线、箭塔/减速塔=哨位弩架与凝冰栅、采矿机=冻矿钻、掠食者=循热的霜狼兽群、碎线兽=噬缆的啮齿群。人物:镇长老钳。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:极夜工业风;主色=极夜蓝 #2C3E5D、暖炉橙 #E0653A、极光青 #6FD9C7、雪原白 #EDF2F5;材质为冻土、木杆铜线、铁皮锅炉与冰晶。\n- - W07 环境氛围与声音语言:暴风雪与暖炉低鸣为底;音效语言=电网嗡鸣/啃咬警报/焊花修复/昼夜钟声/跳闸火花(F06 冻结清单);混音优先级:核心警报与超载 > 啃咬/修复 > 战斗命中 > 昼夜钟声 > 暴风雪底噪。\n- - W08 故事表达方式:开场视频(C01)交代极夜 72 小时 → 过程视频(C02 东门异动、C03 寒潮)与第二夜碎线兽/失败暖炉熄灭台词节点(每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停)→ 结局视频(C04/C05)按核心 HP 二选一收束;叙事只做包装不改数值。\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移(24×16 地图必须支持平移);滚轮缩放 3 档;镜头不出地图边界;F 键回到核心。\n- - F04 环境常驻效果:暴风雪粒子、极光带、暖炉光晕呼吸、冻土雾凇。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Transition\nName: 东门异动\nPurpose: create the Transition cinematic and satisfy the referenced game contract C02.\nSource visual requirement: 东门哨位外风雪中浮现掠食者群的绿色眼点,电网哨灯闪动告警;无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 东门异动(Transition,5 秒,1280×720@24fps)\n- - 触发时机:第一夜攻势期开始时,每局一次\n- - 内容与角色场景:东门哨位外风雪中浮现掠食者群的绿色眼点,电网哨灯闪动告警\n- - 资产对应:掠食者与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入第一夜攻势;自然播完 → 进入第一夜攻势\n- - 状态一致:播放期间不推进任何游戏计时\n\n[SHOT PLAN]\n0-2s: establish the scene and begin the required action from this description: 东门哨位外风雪中浮现掠食者群的绿色眼点,电网哨灯闪动告警;无 UI、无文字\n2-5s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: 直接进入第一夜攻势\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
|
| 12 |
+
"reference_image_urls": [],
|
| 13 |
+
"reference_video_urls": [],
|
| 14 |
+
"reference_audio_urls": [],
|
| 15 |
+
"return_last_frame": false,
|
| 16 |
+
"generate_audio": false,
|
| 17 |
+
"resolution": "720p",
|
| 18 |
+
"aspect_ratio": "16:9",
|
| 19 |
+
"duration": 5
|
| 20 |
+
}
|
| 21 |
+
},
|
| 22 |
+
"started_at": "2026-10-19T09:04:00.902605+00:00",
|
| 23 |
+
"task_id": "58cc890aaca38229ede3e943f2372cf2",
|
| 24 |
+
"status_response": {
|
| 25 |
+
"taskId": "58cc890aaca38229ede3e943f2372cf2",
|
| 26 |
+
"model": "bytedance/seedance-2",
|
| 27 |
+
"state": "success",
|
| 28 |
+
"param": "{\"input\":\"{\\\"duration\\\":5,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G030_polar_night_td\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:极夜降临的 72 小时——北境最北的北炉镇靠一座暖炉核心维持全部热量,电网是聚落唯一的防线;掠食者循热源而来,碎线兽专咬供电线路。\\\\n- - W02 场景所在地:24×16 格的极夜聚落地图——中央暖炉核心、四向入口(东/南/西/北)、可建造区与敌人行进路径格,攻势脚本由 seed 冻结。\\\\n- - W03 玩家身份与当前任务动机:玩家是北炉镇的能源官;镇长老钳把电网钥匙交给你——昼间建设与扩建电网、夜间按优先级保住火力,撑过三夜极寒。\\\\n- - W04 失败代价与结局表达:暖炉熄灭=全镇失温(失败台词);撑过第三夜=日出降临——按核心 HP 残量二选一结局:≥60% 日出·全镇存活,<60% 日出·残火南迁(C04/C05 承担 L 级叙事后果)。\\\\n- - W05 叙事来源:暖炉核心=北炉镇的火种方舟、发电机=聚落锅炉、电杆=冻土木杆线、箭塔/减速塔=哨位弩架与凝冰栅、采矿机=冻矿钻、掠食者=循热的霜狼兽群、碎线兽=噬缆的啮齿群。人物:镇长老钳。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:极夜工业风;主色=极夜蓝 #2C3E5D、暖炉橙 #E0653A、极光青 #6FD9C7、雪原白 #EDF2F5;材质为冻土、木杆铜线、铁皮锅炉与冰晶。\\\\n- - W07 环境氛围与声音语言:暴风雪与暖炉低鸣为底;音效语言=电网嗡鸣/啃咬警报/焊花修复/昼夜钟声/跳闸火花(F06 冻结清单);混音优先级:核心警报与超载 > 啃咬/修复 > 战斗命中 > 昼夜钟声 > 暴风雪底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代极夜 72 小时 → 过程视频(C02 东门异动、C03 寒潮)与第二夜碎线兽/失败暖炉熄灭台词节点(每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停)→ 结局视频(C04/C05)按核心 HP 二选一收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移(24×16 地图必须支持平移);滚轮缩放 3 档;镜头不出地图边界;F 键回到核心。\\\\n- - F04 环境常驻效果:暴风雪粒子、极光带、暖炉光晕呼吸、冻土雾凇。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Transition\\\\nName: 东门异动\\\\nPurpose: create the Transition cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: 东门哨位外风雪中浮现掠食者群的绿色眼点,电网哨灯闪动告警;无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 东门异动(Transition,5 秒,1280×720@24fps)\\\\n- - 触发时机:第一夜攻势期开始时,每局一次\\\\n- - 内容与角色场景:东门哨位外风雪中浮现掠食者群的绿色眼点,电网哨灯闪动告警\\\\n- - 资产对应:掠食者与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入第一夜攻势;自然播完 → 进入第一夜攻势\\\\n- - 状态一致:播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 东门哨位外风雪中浮现掠食者群的绿色眼点,电网哨灯闪动告警;无 UI、无文字\\\\n2-5s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入第一夜攻势\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
|
| 29 |
+
"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792401052544-vh4adeoh9m.mp4\"]}",
|
| 30 |
+
"failCode": null,
|
| 31 |
+
"failMsg": null,
|
| 32 |
+
"costTime": 409,
|
| 33 |
+
"completeTime": 1792401053057,
|
| 34 |
+
"createTime": 1792400642534,
|
| 35 |
+
"creditsConsumed": 205.0,
|
| 36 |
+
"operationType": "bytedance/seedance-2",
|
| 37 |
+
"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792401052544-vh4adeoh9m.mp4"
|
| 40 |
+
]
|
| 41 |
+
},
|
| 42 |
+
"successFlag": 1,
|
| 43 |
+
"paramJson": "{\"input\":\"{\\\"duration\\\":5,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G030_polar_night_td\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:极夜降临的 72 小时——北境最北的北炉镇靠一座暖炉核心维持全部热量,电网是聚落唯一的防线;掠食者循热源而来,碎线兽专咬供电线路。\\\\n- - W02 场景所在地:24×16 格的极夜聚落地图——中央暖炉核心、四向入口(东/南/西/北)、可建造区与敌人行进路径格,攻势脚本由 seed 冻结。\\\\n- - W03 玩家身份与当前任务动机:玩家是北炉镇的能源官;镇长老钳把电网钥匙交给你——昼间建设与扩建电网、夜间按优先级保住火力,撑过三夜极寒。\\\\n- - W04 失败代价与结局表达:暖炉熄灭=全镇失温(失败台词);撑过第三夜=日出降临——按核心 HP 残量二选一结局:≥60% 日出·全镇存活,<60% 日出·残火南迁(C04/C05 承担 L 级叙事后果)。\\\\n- - W05 叙事来源:暖炉核心=北炉镇的火种方舟、发电机=聚落锅炉、电杆=冻土木杆线、箭塔/减速塔=哨位弩架与凝冰栅、采矿机=冻矿钻、掠食者=循热的霜狼兽群、碎线兽=噬缆的啮齿群。人物:镇长老钳。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:极夜工业风;主色=极夜蓝 #2C3E5D、暖炉橙 #E0653A、极光青 #6FD9C7、雪原白 #EDF2F5;材质为冻土、木杆铜线、铁皮锅炉与冰晶。\\\\n- - W07 环境氛围与声音语言:暴风雪与暖炉低鸣为底;音效语言=电网嗡鸣/啃咬警报/焊花修复/昼夜钟声/跳闸火花(F06 冻结清单);混音优先级:核心警报与超载 > 啃咬/修复 > 战斗命中 > 昼夜钟声 > 暴风雪底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代极夜 72 小时 → 过程视频(C02 东门异动、C03 寒潮)与第二夜碎线兽/失败暖炉熄灭台词节点(每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停)→ 结局视频(C04/C05)按核心 HP 二选一收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移(24×16 地图必须支持平移);滚轮缩放 3 档;镜头不出地图边界;F 键回到核心。\\\\n- - F04 环境常驻效果:暴风雪粒子、极光带、暖炉光晕呼吸、冻土雾凇。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Transition\\\\nName: 东门异动\\\\nPurpose: create the Transition cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: 东门哨位外风雪中浮现掠食者群的绿色眼点,电网哨灯闪动告警;无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 东门异动(Transition,5 秒,1280×720@24fps)\\\\n- - 触发时机:第一夜攻势期开始时,每局一次\\\\n- - 内容与角色场景:东门哨位外风雪中浮现掠食者群的绿色眼点,电网哨灯闪动告警\\\\n- - 资产对应:掠食者与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入第一夜攻势;自然播完 → 进入第一夜攻势\\\\n- - 状态一致:播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 东门哨位外风雪中浮现掠食者群的绿色眼点,电网哨灯闪动告警;无 UI、无文字\\\\n2-5s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入第一夜攻势\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}"
|
| 44 |
+
},
|
| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792401052544-vh4adeoh9m.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G030_cg_002__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G030_cg_002__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 2723950,
|
| 49 |
+
"video_bytes": 1237268,
|
| 50 |
+
"credits_consumed": 205.0,
|
| 51 |
+
"finished_at": "2026-10-19T09:11:04.436490+00:00",
|
| 52 |
+
"uploaded_artifact": "video_seedance.mp4",
|
| 53 |
+
"upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
|
| 54 |
+
}
|
outputs/G030_polar_night_td/assets/cg_video/G030_cg_002/video_seedance.mp4
ADDED
|
@@ -0,0 +1,3 @@
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| 1 |
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version https://git-lfs.github.com/spec/v1
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| 2 |
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oid sha256:7169bd996493e9c4a00ff761e74da2766d06bbdc98eaf54adc6a80e89ec400a6
|
| 3 |
+
size 1237268
|
outputs/G030_polar_night_td/assets/cg_video/G030_cg_003/meta_seedance.json
ADDED
|
@@ -0,0 +1,54 @@
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|
| 1 |
+
{
|
| 2 |
+
"task_id_input": "G030_cg_003",
|
| 3 |
+
"game_id": "G030_polar_night_td",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "f0e00fd7ecda337c56fd6ede33f357f88fda634249cb5c43276b3a8376979747",
|
| 7 |
+
"status": "success",
|
| 8 |
+
"request": {
|
| 9 |
+
"model": "bytedance/seedance-2",
|
| 10 |
+
"input": {
|
| 11 |
+
"prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G030_polar_night_td\nWorld and visual bible:\n- - W01 世界与时代背景:极夜降临的 72 小时——北境最北的北炉镇靠一座暖炉核心维持全部热量,电网是聚落唯一的防线;掠食者循热源而来,碎线兽专咬供电线路。\n- - W02 场景所在地:24×16 格的极夜聚落地图——中央暖炉核心、四向入口(东/南/西/北)、可建造区与敌人行进路径格,攻势脚本由 seed 冻结。\n- - W03 玩家身份与当前任务动机:玩家是北炉镇的能源官;镇长老钳把电网钥匙交给你——昼间建设与扩建电网、夜间按优先级保住火力,撑过三夜极寒。\n- - W04 失败代价与结局表达:暖炉熄灭=全镇失温(失败台词);撑过第三夜=日出降临——按核心 HP 残量二选一结局:≥60% 日出·全镇存活,<60% 日出·残火南迁(C04/C05 承担 L 级叙事后果)。\n- - W05 叙事来源:暖炉核心=北炉镇的火种方舟、发电机=聚落锅炉、电杆=冻土木杆线、箭塔/减速塔=哨位弩架与凝冰栅、采矿机=冻矿钻、掠食者=循热的霜狼兽群、碎线兽=噬缆的啮齿群。人物:镇长老钳。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:极夜工业风;主色=极夜蓝 #2C3E5D、暖炉橙 #E0653A、极光青 #6FD9C7、雪原白 #EDF2F5;材质为冻土、木杆铜线、铁皮锅炉与冰晶。\n- - W07 环境氛围与声音语言:暴风雪与暖炉低鸣为底;音效语言=电网嗡鸣/啃咬警报/焊花修复/昼夜钟声/跳闸火花(F06 冻结清单);混音优先级:核心警报与超载 > 啃咬/修复 > 战斗命中 > 昼夜钟声 > 暴风雪底噪。\n- - W08 故事表达方式:开场视频(C01)交代极夜 72 小时 → 过程视频(C02 东门异动、C03 寒潮)与第二夜碎线兽/失败暖炉熄灭台词节点(每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停)→ 结局视频(C04/C05)按核心 HP 二选一收束;叙事只做包装不改数值。\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移(24×16 地图必须支持平移);滚轮缩放 3 档;镜头不出地图边界;F 键回到核心。\n- - F04 环境常驻效果:暴风雪粒子、极光带、暖炉光晕呼吸、冻土雾凇。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Event\nName: 寒潮\nPurpose: create the Event cinematic and satisfy the referenced game contract C03.\nSource visual requirement: 寒潮前锋横扫聚落、发电机外壳结霜转速变慢、负载栏数字下坠(剧情解释第三夜供能 −30% 与核心额外耗电 5);无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 寒潮(Event,6 秒,1280×720@24fps)\n- - 触发时机:第三夜攻势期开始时,每局一次\n- - 内容与角色场景:寒潮前锋横扫聚落、发电机外壳结霜转速变慢、负载栏数字下坠——剧情解释第三夜供能 −30% 与核心额外耗电 5\n- - 资产对应:发电机、暖炉核心与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入第三夜攻势;自然播完 → 进入第三夜攻势\n- - 状态一致:播放期间不推进任何游戏计时\n\n[SHOT PLAN]\n0-3s: establish the scene and begin the required action from this description: 寒潮前锋横扫聚落、发电机外壳结霜转速变慢、负载栏数字下坠(剧情解释第三夜供能 −30% 与核心额外耗电 5);无 UI、无文字\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: 直接进入第三夜攻势\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
|
| 12 |
+
"reference_image_urls": [],
|
| 13 |
+
"reference_video_urls": [],
|
| 14 |
+
"reference_audio_urls": [],
|
| 15 |
+
"return_last_frame": false,
|
| 16 |
+
"generate_audio": false,
|
| 17 |
+
"resolution": "720p",
|
| 18 |
+
"aspect_ratio": "16:9",
|
| 19 |
+
"duration": 6
|
| 20 |
+
}
|
| 21 |
+
},
|
| 22 |
+
"started_at": "2026-10-19T09:11:05.021817+00:00",
|
| 23 |
+
"task_id": "fbce3314a2545d105be8ee80802099f1",
|
| 24 |
+
"status_response": {
|
| 25 |
+
"taskId": "fbce3314a2545d105be8ee80802099f1",
|
| 26 |
+
"model": "bytedance/seedance-2",
|
| 27 |
+
"state": "success",
|
| 28 |
+
"param": "{\"input\":\"{\\\"duration\\\":6,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G030_polar_night_td\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:极夜降临的 72 小时——北境最北的北炉镇靠一座暖炉核心维持全部热量,电网是聚落唯一的防线;掠食者循热源而来,碎线兽专咬供电线路。\\\\n- - W02 场景所在地:24×16 格的极夜聚落地图——中央暖炉核心、四向入口(东/南/西/北)、可建造区与敌人行进路径格,攻势脚本由 seed 冻结。\\\\n- - W03 玩家身份与当前任务动机:玩家是北炉镇的能源官;镇长老钳把电网钥匙交给你——昼间建设与扩建电网、夜间按优先级保住火力,撑过三夜极寒。\\\\n- - W04 失败代价与结局表达:暖炉熄灭=全镇失温(失败台词);撑过第三夜=日出降临——按核心 HP 残量二选一结局:≥60% 日出·全镇存活,<60% 日出·残火南迁(C04/C05 承担 L 级叙事后果)。\\\\n- - W05 叙事来源:暖炉核心=北炉镇的火种方舟、发电机=聚落锅炉、电杆=冻土木杆线、箭塔/减速塔=哨位弩架与凝冰栅、采矿机=冻矿钻、掠食者=循热的霜狼兽群、碎线兽=噬缆的啮齿群。人物:镇长老钳。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:极夜工业风;主色=极夜蓝 #2C3E5D、暖炉橙 #E0653A、极光青 #6FD9C7、雪原白 #EDF2F5;材质为冻土、木杆铜线、铁皮锅炉与冰晶。\\\\n- - W07 环境氛围与声音语言:暴风雪与暖炉低鸣为底;音效语言=电网嗡鸣/啃咬警报/焊花修复/昼夜钟声/跳闸火花(F06 冻结清单);混音优先级:核心警报与超载 > 啃咬/修复 > 战斗命中 > 昼夜钟声 > 暴风雪底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代极夜 72 小时 → 过程视频(C02 东门异动、C03 寒潮)与第二夜碎线兽/失败暖炉熄灭台词节点(每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停)→ 结局视频(C04/C05)按核心 HP 二选一收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移(24×16 地图必须支持平移);滚轮缩放 3 档;镜头不出地图边界;F 键回到核心。\\\\n- - F04 环境常驻效果:暴风雪粒子、极光带、暖炉光晕呼吸、冻土雾凇。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 寒潮\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: 寒潮前锋横扫聚落、发电机外壳结霜转速变慢、负载栏数字下坠(剧情解释第三夜供能 −30% 与核心额外耗电 5);无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 寒潮(Event,6 秒,1280×720@24fps)\\\\n- - 触发时机:第三夜攻势期开始时,每局一次\\\\n- - 内容与角色场景:寒潮前锋横扫聚落、发电机外壳结霜转速变慢、负载栏数字下坠——剧情解释第三夜供能 −30% 与核心额外耗电 5\\\\n- - 资产对应:发电机、暖炉核心与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入第三夜攻势;自然播完 → 进入第三夜攻势\\\\n- - 状态一致:播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: 寒潮前锋横扫聚落、发电机外壳结霜转速变慢、负载栏数字下坠(剧情解释第三夜供能 −30% 与核心额外耗电 5);无 UI、无文字\\\\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入第三夜攻势\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
|
| 29 |
+
"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792401343301-sn60hvmhrj.mp4\"]}",
|
| 30 |
+
"failCode": null,
|
| 31 |
+
"failMsg": null,
|
| 32 |
+
"costTime": 278,
|
| 33 |
+
"completeTime": 1792401344649,
|
| 34 |
+
"createTime": 1792401066080,
|
| 35 |
+
"creditsConsumed": 246.0,
|
| 36 |
+
"operationType": "bytedance/seedance-2",
|
| 37 |
+
"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792401343301-sn60hvmhrj.mp4"
|
| 40 |
+
]
|
| 41 |
+
},
|
| 42 |
+
"successFlag": 1,
|
| 43 |
+
"paramJson": "{\"input\":\"{\\\"duration\\\":6,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G030_polar_night_td\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:极夜降临的 72 小时——北境最北的北炉镇靠一座暖炉核心维持全部热量,电网是聚落唯一的防线;掠食者循热源而来,碎线兽专咬供电线路。\\\\n- - W02 场景所在地:24×16 格的极夜聚落地图——中央暖炉核心、四向入口(东/南/西/北)、可建造区与敌人行进路径格,攻势脚本由 seed 冻结。\\\\n- - W03 玩家身份与当前任务动机:玩家是北炉镇的能源官;镇长老钳把电网钥匙交给你——昼间建设与扩建电网、夜间按优先级保住火力,撑过三夜极寒。\\\\n- - W04 失败代价与结局表达:暖炉熄灭=全镇失温(失败台词);撑过第三夜=日出降临——按核心 HP 残量二选一结局:≥60% 日出·全镇存活,<60% 日出·残火南迁(C04/C05 承担 L 级叙事后果)。\\\\n- - W05 叙事来源:暖炉核心=北炉镇的火种方舟、发电机=聚落锅炉、电杆=冻土木杆线、箭塔/减速塔=哨位弩架与凝冰栅、采矿机=冻矿钻、掠食者=循热的霜狼兽群、碎线兽=噬缆的啮齿群。人物:镇长老钳。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:极夜工业风;主色=极夜蓝 #2C3E5D、暖炉橙 #E0653A、极光青 #6FD9C7、雪原白 #EDF2F5;材质为冻土、木杆铜线、铁皮锅炉与冰晶。\\\\n- - W07 环境氛围与声音语言:暴风雪与暖炉低鸣为底;音效语言=电网嗡鸣/啃咬警报/焊花修复/昼夜钟声/跳闸火花(F06 冻结清单);混音优先级:核心警报与超载 > 啃咬/修复 > 战斗命中 > 昼夜钟声 > 暴风雪底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代极夜 72 小时 → 过程视频(C02 东门异动、C03 寒潮)与第二夜碎线兽/失败暖炉熄灭台词节点(每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停)→ 结局视频(C04/C05)按核心 HP 二选一收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移(24×16 地图必须支持平移);滚轮缩放 3 档;镜头不出地图边界;F 键回到核心。\\\\n- - F04 环境常驻效果:暴风雪粒子、极光带、暖炉光晕呼吸、冻土雾凇。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 寒潮\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: 寒潮前锋横扫聚落、发电机外壳结霜转速变慢、负载栏数字下坠(剧情解释第三夜供能 −30% 与核心额外耗电 5);无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 寒潮(Event,6 秒,1280×720@24fps)\\\\n- - 触发时机:第三夜攻势期开始时,每局一次\\\\n- - 内容与角色场景:寒潮前锋横扫聚落、发电机外壳结霜转速变慢、负载栏数字下坠——剧情解释第三夜供能 −30% 与核心额外耗电 5\\\\n- - 资产对应:发电机、暖炉核心与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入第三夜攻势;自然播完 → 进入第三夜攻势\\\\n- - 状态一致:播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: 寒潮前锋横扫聚落、发电机外壳结霜转速变慢、负载栏数字下坠(剧情解释第三夜供能 −30% 与核心额外耗电 5);无 UI、无文字\\\\n3-6s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入第三夜攻势\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}"
|
| 44 |
+
},
|
| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792401343301-sn60hvmhrj.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G030_cg_003__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G030_cg_003__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 4039144,
|
| 49 |
+
"video_bytes": 1884353,
|
| 50 |
+
"credits_consumed": 246.0,
|
| 51 |
+
"finished_at": "2026-10-19T09:15:58.254657+00:00",
|
| 52 |
+
"uploaded_artifact": "video_seedance.mp4",
|
| 53 |
+
"upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
|
| 54 |
+
}
|
outputs/G030_polar_night_td/assets/cg_video/G030_cg_003/video_seedance.mp4
ADDED
|
@@ -0,0 +1,3 @@
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|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:fe7e16a25d43d0ba44c6cd2eaaf009f8ae73aa92bc494102b7dfcedfb126cd5b
|
| 3 |
+
size 1884353
|
outputs/G030_polar_night_td/assets/cg_video/G030_cg_004/meta_seedance.json
ADDED
|
@@ -0,0 +1,54 @@
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| 1 |
+
{
|
| 2 |
+
"task_id_input": "G030_cg_004",
|
| 3 |
+
"game_id": "G030_polar_night_td",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "e82de381b79daeffd2c14922fd876445636845fe86dbb9a6cd582a3ac047c009",
|
| 7 |
+
"status": "success",
|
| 8 |
+
"request": {
|
| 9 |
+
"model": "bytedance/seedance-2",
|
| 10 |
+
"input": {
|
| 11 |
+
"prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G030_polar_night_td\nWorld and visual bible:\n- - W01 世界与时代背景:极夜降临的 72 小时——北境最北的北炉镇靠一座暖炉核心维持全部热量,电网是聚落唯一的防线;掠食者循热源而来,碎线兽专咬供电线路。\n- - W02 场景所在地:24×16 格的极夜聚落地图——中央暖炉核心、四向入口(东/南/西/北)、可建造区与敌人行进路径格,攻势脚本由 seed 冻结。\n- - W03 玩家身份与当前任务动机:玩家是北炉镇的能源官;镇长老钳把电网钥匙交给你——昼间建设与扩建电网、夜间按优先级保住火力,撑过三夜极寒。\n- - W04 失败代价与结局表达:暖炉熄灭=全镇失温(失败台词);撑过第三夜=日出降临——按核心 HP 残量二选一结局:≥60% 日出·全镇存活,<60% 日出·残火南迁(C04/C05 承担 L 级叙事后果)。\n- - W05 叙事来源:暖炉核心=北炉镇的火种方舟、发电机=聚落锅炉、电杆=冻土木杆线、箭塔/减速塔=哨位弩架与凝冰栅、采矿机=冻矿钻、掠食者=循热的霜狼兽群、碎线兽=噬缆的啮齿群。人物:镇长老钳。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:极夜工业风;主色=极夜蓝 #2C3E5D、暖炉橙 #E0653A、极光青 #6FD9C7、雪原白 #EDF2F5;材质为冻土、木杆铜线、铁皮锅炉与冰晶。\n- - W07 环境氛围与声音语言:暴风雪与暖炉低鸣为底;音效语言=电网嗡鸣/啃咬警报/焊花修复/昼夜钟声/跳闸火花(F06 冻结清单);混音优先级:核心警报与超载 > 啃咬/修复 > 战斗命中 > 昼夜钟声 > 暴风雪底噪。\n- - W08 故事表达方式:开场视频(C01)交代极夜 72 小时 → 过程视频(C02 东门异动、C03 寒潮)与第二夜碎线兽/失败暖炉熄灭台词节点(每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停)→ 结局视频(C04/C05)按核心 HP 二选一收束;叙事只做包装不改数值。\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移(24×16 地图必须支持平移);滚轮缩放 3 档;镜头不出地图边界;F 键回到核心。\n- - F04 环境常驻效果:暴风雪粒子、极光带、暖炉光晕呼吸、冻土雾凇。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 日出·全镇存活\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\nSource visual requirement: 地平线日出、极光淡去、镇民推开木门、暖炉火光稳定、烟囱升起炊烟;无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C04 日出·全镇存活(Ending,8 秒,1280×720@24fps)\n- - 触发时机:V01 成立且核心 HP ≥60%、结算面板出现之前,每局一次\n- - 内容与角色场景:地平线日出、极光淡去、镇民推开木门、暖炉火光稳定、烟囱升起炊烟\n- - 资产对应:暖炉核心与聚落与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入胜利结算;自然播完 → 进入胜利结算\n- - 状态一致:仅在真实 V01 且核心 HP ≥60% 后触发;播放期间不推进任何游戏计时\n\n[SHOT PLAN]\n0-4s: establish the scene and begin the required action from this description: 地平线日出、极光淡去、镇民推开木门、暖炉火光稳定、烟囱升起炊烟;无 UI、无文字\n4-8s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: 直接进入胜利结算\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 8 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
|
| 12 |
+
"reference_image_urls": [],
|
| 13 |
+
"reference_video_urls": [],
|
| 14 |
+
"reference_audio_urls": [],
|
| 15 |
+
"return_last_frame": false,
|
| 16 |
+
"generate_audio": false,
|
| 17 |
+
"resolution": "720p",
|
| 18 |
+
"aspect_ratio": "16:9",
|
| 19 |
+
"duration": 8
|
| 20 |
+
}
|
| 21 |
+
},
|
| 22 |
+
"started_at": "2026-10-19T09:15:59.071343+00:00",
|
| 23 |
+
"task_id": "ffb6bc3b8437fea1ffb8bcdc566f4895",
|
| 24 |
+
"status_response": {
|
| 25 |
+
"taskId": "ffb6bc3b8437fea1ffb8bcdc566f4895",
|
| 26 |
+
"model": "bytedance/seedance-2",
|
| 27 |
+
"state": "success",
|
| 28 |
+
"param": "{\"input\":\"{\\\"duration\\\":8,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G030_polar_night_td\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:极夜降临的 72 小时——北境最北的北炉镇靠一座暖炉核心维持全部热量,电网是聚落唯一的防线;掠食者循热源而来,碎线兽专咬供电线路。\\\\n- - W02 场景所在地:24×16 格的极夜聚落地图——中央暖炉核心、四向入口(东/南/西/北)、可建造区与敌人行进路径格,攻势脚本由 seed 冻结。\\\\n- - W03 玩家身份与当前任务动机:玩家是北炉镇的能源官;镇长老钳把电网钥匙交给你——昼间建设与扩建电网、夜间按优先级保住火力,撑过三夜极寒。\\\\n- - W04 失败代价与结局表达:暖炉熄灭=全镇失温(失败台词);撑过第三夜=日出降临——按核心 HP 残量二选一结局:≥60% 日出·全镇存活,<60% 日出·残火南迁(C04/C05 承担 L 级叙事后果)。\\\\n- - W05 叙事来源:暖炉核心=北炉镇的火种方舟、发电机=聚落锅炉、电杆=冻土木杆线、箭塔/减速塔=哨位弩架与凝冰栅、采矿机=冻矿钻、掠食者=循热的霜狼兽群、碎线兽=噬缆的啮齿群。人物:镇长老钳。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:极夜工业风;主色=极夜蓝 #2C3E5D、暖炉橙 #E0653A、极光青 #6FD9C7、雪原白 #EDF2F5;材质为冻土、木杆铜线、铁皮锅炉与冰晶。\\\\n- - W07 环境氛围与声音语言:暴风雪与暖炉低鸣为底;音效语言=电网嗡鸣/啃咬警报/焊花修复/昼夜钟声/跳闸火花(F06 冻结清单);混音优先级:核心警报与超载 > 啃咬/修复 > 战斗命中 > 昼夜钟声 > 暴风雪底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代极夜 72 小时 → 过程视频(C02 东门异动、C03 寒潮)与第二夜碎线兽/失败暖炉熄灭台词节点(每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停)→ 结局视频(C04/C05)按核心 HP 二选一收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移(24×16 地图必须支持平移);滚轮缩放 3 档;镜头不出地图边界;F 键回到核心。\\\\n- - F04 环境常驻效果:暴风雪粒子、极光带、暖炉光晕呼吸、冻土雾凇。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 日出·全镇存活\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\\\\nSource visual requirement: 地平线日出、极光淡去、镇民推开木门、暖炉火光稳定、烟囱升起炊烟;无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C04 日出·全镇存活(Ending,8 秒,1280×720@24fps)\\\\n- - 触发时机:V01 成立且核心 HP ≥60%、结算面板出现之前,每局一次\\\\n- - 内容与角色场景:地平线日出、极光淡去、镇民推开木门、暖炉火光稳定、烟囱升起炊烟\\\\n- - 资产对应:暖炉核心与聚落与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入胜利结算;自然播完 → 进入胜利结算\\\\n- - 状态一致:仅在真实 V01 且核心 HP ≥60% 后触发;播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-4s: establish the scene and begin the required action from this description: 地平线日出、极光淡去、镇民推开木门、暖炉火光稳定、烟囱升起炊烟;无 UI、无文字\\\\n4-8s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入胜利结算\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 8 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
|
| 29 |
+
"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792401704371-8qwynrt85qe.mp4\"]}",
|
| 30 |
+
"failCode": null,
|
| 31 |
+
"failMsg": null,
|
| 32 |
+
"costTime": 345,
|
| 33 |
+
"completeTime": 1792401705565,
|
| 34 |
+
"createTime": 1792401360281,
|
| 35 |
+
"creditsConsumed": 328.0,
|
| 36 |
+
"operationType": "bytedance/seedance-2",
|
| 37 |
+
"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792401704371-8qwynrt85qe.mp4"
|
| 40 |
+
]
|
| 41 |
+
},
|
| 42 |
+
"successFlag": 1,
|
| 43 |
+
"paramJson": "{\"input\":\"{\\\"duration\\\":8,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G030_polar_night_td\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:极夜降临的 72 小时——北境最北的北炉镇靠一座暖炉核心维持全部热量,电网是聚落唯一的防线;掠食者循热源而来,碎线兽专咬供电线路。\\\\n- - W02 场景所在地:24×16 格的极夜聚落地图——中央暖炉核心、四向入口(东/南/西/北)、可建造区与敌人行进路径格,攻势脚本由 seed 冻结。\\\\n- - W03 玩家身份与当前任务动机:玩家是北炉镇的能源官;镇长老钳把电网钥匙交给你——昼间建设与扩建电网、夜间按优先级保住火力,撑过三夜极寒。\\\\n- - W04 失败代价与结局表达:暖炉熄灭=全镇失温(失败台词);撑过第三夜=日出降临——按核心 HP 残量二选一结局:≥60% 日出·全镇存活,<60% 日出·残火南迁(C04/C05 承担 L 级叙事后果)。\\\\n- - W05 叙事来源:暖炉核心=北炉镇的火种方舟、发电机=聚落锅炉、电杆=冻土木杆线、箭塔/减速塔=哨位弩架与凝冰栅、采矿机=冻矿钻、掠食者=循热的霜狼兽群、碎线兽=噬缆的啮齿群。人物:镇长老钳。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:极夜工业风;主色=极夜蓝 #2C3E5D、暖炉橙 #E0653A、极光青 #6FD9C7、雪原白 #EDF2F5;材质为冻土、木杆铜线、铁皮锅炉与冰晶。\\\\n- - W07 环境氛围与声音语言:暴风雪与暖炉低鸣为底;音效语言=电网嗡鸣/啃咬警报/焊花修复/昼夜钟声/跳闸火花(F06 冻结清单);混音优先级:核心警报与超载 > 啃咬/修复 > 战斗命中 > 昼夜钟声 > 暴风雪底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代极夜 72 小时 → 过程视频(C02 东门异动、C03 寒潮)与第二夜碎线兽/失败暖炉熄灭台词节点(每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停)→ 结局视频(C04/C05)按核心 HP 二选一收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移(24×16 地图必须支持平移);滚轮缩放 3 档;镜头不出地图边界;F 键回到核心。\\\\n- - F04 环境常驻效果:暴风雪粒子、极光带、暖炉光晕呼吸、冻土雾凇。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 日出·全镇存活\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\\\\nSource visual requirement: 地平线日出、极光淡去、镇民推开木门、暖炉火光稳定、烟囱升起炊烟;无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C04 日出·全镇存活(Ending,8 秒,1280×720@24fps)\\\\n- - 触发时机:V01 成立且核心 HP ≥60%、结算面板出现之前,每局一次\\\\n- - 内容与角色场景:地平线日出、极光淡去、镇民推开木门、暖炉火光稳定、烟囱升起炊烟\\\\n- - 资产对应:暖炉核心与聚落与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入胜利结算;自然播完 → 进入胜利结算\\\\n- - 状态一致:仅在真实 V01 且核心 HP ≥60% 后触发;播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-4s: establish the scene and begin the required action from this description: 地平线日出、极光淡去、镇民推开木门、暖炉火光稳定、烟囱升起炊烟;无 UI、无文字\\\\n4-8s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入胜利结算\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 8 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}"
|
| 44 |
+
},
|
| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792401704371-8qwynrt85qe.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G030_cg_004__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G030_cg_004__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 4292630,
|
| 49 |
+
"video_bytes": 2013429,
|
| 50 |
+
"credits_consumed": 328.0,
|
| 51 |
+
"finished_at": "2026-10-19T09:21:52.733650+00:00",
|
| 52 |
+
"uploaded_artifact": "video_seedance.mp4",
|
| 53 |
+
"upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
|
| 54 |
+
}
|
outputs/G030_polar_night_td/assets/cg_video/G030_cg_004/video_seedance.mp4
ADDED
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| 1 |
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version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:87007d5ca38e4fb2764b153fcbf52f0da305e1ea369f3d8e966ea575df925850
|
| 3 |
+
size 2013429
|
outputs/G030_polar_night_td/assets/cg_video/G030_cg_005/meta_seedance.json
ADDED
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| 1 |
+
{
|
| 2 |
+
"task_id_input": "G030_cg_005",
|
| 3 |
+
"game_id": "G030_polar_night_td",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "e0447765f4ee612cfef0ce5dc084c5ddecbf59c442bf2c948f61a12fa7024667",
|
| 7 |
+
"status": "success",
|
| 8 |
+
"request": {
|
| 9 |
+
"model": "bytedance/seedance-2",
|
| 10 |
+
"input": {
|
| 11 |
+
"prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G030_polar_night_td\nWorld and visual bible:\n- - W01 世界与时代背景:极夜降临的 72 小时——北境最北的北炉镇靠一座暖炉核心维持全部热量,电网是聚落唯一的防线;掠食者循热源而来,碎线兽专咬供电线路。\n- - W02 场景所在地:24×16 格的极夜聚落地图——中央暖炉核心、四向入口(东/南/西/北)、可建造区与敌人行进路径格,攻势脚本由 seed 冻结。\n- - W03 玩家身份与当前任务动机:玩家是北炉镇的能源官;镇长老钳把电网钥匙交给你——昼间建设与扩建电网、夜间按优先级保住火力,撑过三夜极寒。\n- - W04 失败代价与结局表达:暖炉熄灭=全镇失温(失败台词);撑过第三夜=日出降临——按核心 HP 残量二选一结局:≥60% 日出·全镇存活,<60% 日出·残火南迁(C04/C05 承担 L 级叙事后果)。\n- - W05 叙事来源:暖炉核心=北炉镇的火种方舟、发电机=聚落锅炉、电杆=冻土木杆线、箭塔/减速塔=哨位弩架与凝冰栅、采矿机=冻矿钻、掠食者=循热的霜狼兽群、碎线兽=噬缆的啮齿群。人物:镇长老钳。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:极夜工业风;主色=极夜蓝 #2C3E5D、暖炉橙 #E0653A、极光青 #6FD9C7、雪原白 #EDF2F5;材质为冻土、木杆铜线、铁皮锅炉与冰晶。\n- - W07 环境氛围与声音语言:暴风雪与暖炉低鸣为底;音效语言=电网嗡鸣/啃咬警报/焊花修复/昼夜钟声/跳闸火花(F06 冻结清单);混音优先级:核心警报与超载 > 啃咬/修复 > 战斗命中 > 昼夜钟声 > 暴风雪底噪。\n- - W08 故事表达方式:开场视频(C01)交代极夜 72 小时 → 过程视频(C02 东门异动、C03 寒潮)与第二夜碎线兽/失败暖炉熄灭台词节点(每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停)→ 结局视频(C04/C05)按核心 HP 二选一收束;叙事只做包装不改数值。\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移(24×16 地图必须支持平移);滚轮缩放 3 档;镜头不出地图边界;F 键回到核心。\n- - F04 环境常驻效果:暴风雪粒子、极光带、暖炉光晕呼吸、冻土雾凇。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 日出·残火南迁\nPurpose: create the Ending cinematic and satisfy the referenced game contract C05.\nSource visual requirement: 日出但暖炉只剩微光、镇民收拾行装与账册、车队驶向南方地平线;无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C05 日出·残火南迁(Ending,8 秒,1280×720@24fps)\n- - 触发时机:V01 成立且核心 HP <60%、结算面板出现之前,每局一次\n- - 内容与角色场景:日出但暖炉只剩微光、镇民收拾行装与账册、车队驶向南方地平线\n- - 资产对应:暖炉核心与聚落与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入胜利结算;自然播完 → 进入胜利结算\n- - 状态一致:仅在真实 V01 且核心 HP <60% 后触发;播放期间不推进任何游戏计时\n\n[SHOT PLAN]\n0-4s: establish the scene and begin the required action from this description: 日出但暖炉只剩微光、镇民收拾行装与账册、车队驶向南方地平线;无 UI、无文字\n4-8s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: 直接进入胜利结算\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 8 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
|
| 12 |
+
"reference_image_urls": [],
|
| 13 |
+
"reference_video_urls": [],
|
| 14 |
+
"reference_audio_urls": [],
|
| 15 |
+
"return_last_frame": false,
|
| 16 |
+
"generate_audio": false,
|
| 17 |
+
"resolution": "720p",
|
| 18 |
+
"aspect_ratio": "16:9",
|
| 19 |
+
"duration": 8
|
| 20 |
+
}
|
| 21 |
+
},
|
| 22 |
+
"started_at": "2026-10-19T09:21:53.853614+00:00",
|
| 23 |
+
"task_id": "c51619f329f666f9c80a1626f87f599f",
|
| 24 |
+
"status_response": {
|
| 25 |
+
"taskId": "c51619f329f666f9c80a1626f87f599f",
|
| 26 |
+
"model": "bytedance/seedance-2",
|
| 27 |
+
"state": "success",
|
| 28 |
+
"param": "{\"input\":\"{\\\"duration\\\":8,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G030_polar_night_td\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:极夜降临的 72 小时——北境最北的北炉镇靠一座暖炉核心维持全部热量,电网是聚落唯一的防线;掠食者循热源而来,碎线兽专咬供电线路。\\\\n- - W02 场景所在地:24×16 格的极夜聚落地图——中央暖炉核心、四向入口(东/南/西/北)、可建造区与敌人行进路径格,攻势脚本由 seed 冻结。\\\\n- - W03 玩家身份与当前任务动机:玩家是北炉镇的能源官;镇长老钳把电网钥匙交给你——昼间建设与扩建电网、夜间按优先级保住火力,撑过三夜极寒。\\\\n- - W04 失败代价与结局表达:暖炉熄灭=全镇失温(失败台词);撑过第三夜=日出降临——按核心 HP 残量二选一结局:≥60% 日出·全镇存活,<60% 日出·残火南迁(C04/C05 承担 L 级叙事后果)。\\\\n- - W05 叙事来源:暖炉核心=北炉镇的火种方舟、发电机=聚落锅炉、电杆=冻土木杆线、箭塔/减速塔=哨位弩架与凝冰栅、采矿机=冻矿钻、掠食者=循热的霜狼兽群、碎线兽=噬缆的啮齿群。人物:镇长老钳。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:极夜工业风;主色=极夜蓝 #2C3E5D、暖炉橙 #E0653A、极光青 #6FD9C7、雪原白 #EDF2F5;材质为冻土、木杆铜线、铁皮锅炉与冰晶。\\\\n- - W07 环境氛围与声音语言:暴风雪与暖炉低鸣为底;音效语言=电网嗡鸣/啃咬警报/焊花修复/昼夜钟声/跳闸火花(F06 冻结清单);混音优先级:核心警报与超载 > 啃咬/修复 > 战斗命中 > 昼夜钟声 > 暴风雪底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代极夜 72 小时 → 过程视频(C02 东门异动、C03 寒潮)与第二夜碎线兽/失败暖炉熄灭台词节点(每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停)→ 结局视频(C04/C05)按核心 HP 二选一收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移(24×16 地图必须支持平移);滚轮缩放 3 档;镜头不出地图边界;F 键回到核心。\\\\n- - F04 环境常驻效果:暴风雪粒子、极光带、暖炉光晕呼吸、冻土雾凇。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 日出·残火南迁\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C05.\\\\nSource visual requirement: 日出但暖炉只剩微光、镇民收拾行装与账册、车队驶向南方地平线;无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C05 日出·残火南迁(Ending,8 秒,1280×720@24fps)\\\\n- - 触发时机:V01 成立且核心 HP <60%、结算面板出现之前,每局一次\\\\n- - 内容与角色场景:日出但暖炉只剩微光、镇民收拾行装与账册、车队驶向南方地平线\\\\n- - 资产对应:暖炉核心与聚落与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入胜利结算;自然播完 → 进入胜利结算\\\\n- - 状态一致:仅在真实 V01 且核心 HP <60% 后触发;播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-4s: establish the scene and begin the required action from this description: 日出但暖炉只剩微光、镇民收拾行装与账册、车队驶向南方地平线;无 UI、无文字\\\\n4-8s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入胜利结算\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 8 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
|
| 29 |
+
"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792401923758-3jamgs5uip6.mp4\"]}",
|
| 30 |
+
"failCode": null,
|
| 31 |
+
"failMsg": null,
|
| 32 |
+
"costTime": 208,
|
| 33 |
+
"completeTime": 1792401924562,
|
| 34 |
+
"createTime": 1792401716076,
|
| 35 |
+
"creditsConsumed": 328.0,
|
| 36 |
+
"operationType": "bytedance/seedance-2",
|
| 37 |
+
"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792401923758-3jamgs5uip6.mp4"
|
| 40 |
+
]
|
| 41 |
+
},
|
| 42 |
+
"successFlag": 1,
|
| 43 |
+
"paramJson": "{\"input\":\"{\\\"duration\\\":8,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G030_polar_night_td\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:极夜降临的 72 小时——北境最北的北炉镇靠一座暖炉核心维持全部热量,电网是聚落唯一的防线;掠食者循热源而来,碎线兽专咬供电线路。\\\\n- - W02 场景所在地:24×16 格的极夜聚落地图——中央暖炉核心、四向入口(东/南/西/北)、可建造区与敌人行进路径格,攻势脚本由 seed 冻结。\\\\n- - W03 玩家身份与当前任务动机:玩家是北炉镇的能源官;镇长老钳把电网钥匙交给你——昼间建设与扩建电网、夜间按优先级保住火力,撑过三夜极寒。\\\\n- - W04 失败代价与结局表达:暖炉熄灭=全镇失温(失败台词);撑过第三夜=日出降临——按核心 HP 残量二选一结局:≥60% 日出·全镇存活,<60% 日出·残火南迁(C04/C05 承担 L 级叙事后果)。\\\\n- - W05 叙事来源:暖炉核心=北炉镇的火种方舟、发电机=聚落锅炉、电杆=冻土木杆线、箭塔/减速塔=哨位弩架与凝冰栅、采矿机=冻矿钻、掠食者=循热的霜狼兽群、碎线兽=噬缆的啮齿群。人物:镇长老钳。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:极夜工业风;主色=极夜蓝 #2C3E5D、暖炉橙 #E0653A、极光青 #6FD9C7、雪原白 #EDF2F5;材质为冻土、木杆铜线、铁皮锅炉与冰晶。\\\\n- - W07 环境氛围与声音语言:暴风雪与暖炉低鸣为底;音效语言=电网嗡鸣/啃咬警报/焊花修复/昼夜钟声/跳闸火花(F06 冻结清单);混音优先级:核心警报与超载 > 啃咬/修复 > 战斗命中 > 昼夜钟声 > 暴风雪底噪。\\\\n- - W08 故事表达方式:开场视频(C01)交代极夜 72 小时 → 过程视频(C02 东门异动、C03 寒潮)与第二夜碎线兽/失败暖炉熄灭台词节点(每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停)→ 结局视频(C04/C05)按核心 HP 二选一收束;叙事只做包装不改数值。\\\\n- - F01 视角与镜头:斜俯视约 50°;WASD、方向键或鼠标贴边平移(24×16 地图必须支持平移);滚轮缩放 3 档;镜头不出地图边界;F 键回到核心。\\\\n- - F04 环境常驻效果:暴风雪粒子、极光带、暖炉光晕呼吸、冻土雾凇。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 日出·残火南迁\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C05.\\\\nSource visual requirement: 日出但暖炉只剩微光、镇民收拾行装与账册、车队驶向南方地平线;无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C05 日出·残火南迁(Ending,8 秒,1280×720@24fps)\\\\n- - 触发时机:V01 成立且核心 HP <60%、结算面板出现之前,每局一次\\\\n- - 内容与角色场景:日出但暖炉只剩微光、镇民收拾行装与账册、车队驶向南方地平线\\\\n- - 资产对应:暖炉核心与聚落与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入胜利结算;自然播完 → 进入胜利结算\\\\n- - 状态一致:仅在真实 V01 且核心 HP <60% 后触发;播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-4s: establish the scene and begin the required action from this description: 日出但暖炉只剩微光、镇民收拾行装与账册、车队驶向南方地平线;无 UI、无文字\\\\n4-8s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: 直接进入胜利结算\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 8 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}"
|
| 44 |
+
},
|
| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792401923758-3jamgs5uip6.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G030_cg_005__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G030_cg_005__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 3609201,
|
| 49 |
+
"video_bytes": 1581708,
|
| 50 |
+
"credits_consumed": 328.0,
|
| 51 |
+
"finished_at": "2026-10-19T09:25:32.509663+00:00",
|
| 52 |
+
"uploaded_artifact": "video_seedance.mp4",
|
| 53 |
+
"upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
|
| 54 |
+
}
|
outputs/G030_polar_night_td/assets/cg_video/G030_cg_005/video_seedance.mp4
ADDED
|
@@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:a7a2fd88d0720e6942b1dd15d19630eb0ac46d34108635850780c8f5a54d95e6
|
| 3 |
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size 1581708
|