Upload Seedance CG videos for G026_signal_tower_td

#192
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+ {
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+ "task_id_input": "G026_cg_001",
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+ "model": "bytedance/seedance-2",
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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: G026_signal_tower_td\nWorld and visual bible:\n- - W01 世界与时代背景:断讯纪元的大陆依靠峡谷信标站链维持最后的通信中继;风暴季将至,循电磁而聚的荒漠虫群开始沿峡谷迁徙,三峰中继塔是北线的最后一环。\n- - W02 场景所在地:干涸峡谷中的单条 S 形风蚀通道(20 格固定路),信号塔基地扼守通道尽头,12 个岩台建造格分布路侧。\n- - W03 玩家身份与当前任务动机:玩家是守塔工程师;风暴季前最后一次巡检中发现虫群逼近——用箭塔、炮塔与缓速塔在通道中建立防线,守住信号塔至第 5 波风暴过境。\n- - W04 失败代价与结局表达:信号塔失守=北线通信中断(C02 失败意象:信号熄灭);守住 5 波=信号满格回传(C02 胜利意象:光柱冲天)。\n- - W05 叙事来源:峡谷爬行者=循电磁而来的荒漠甲虫(原创造型);箭塔=岩台弩架、炮塔=配重投石机、缓速塔=冷凝雾栅;信号塔基地=三峰中继塔的信号收发站。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:荒漠军事风;主色=沙金 #D8B96A、岩褐 #8A7A66、信号青 #3E9C8B、警报橙 #E4762C;材质为风化岩、木制弩架、帆布与铜线。\n- - W07 环境氛围与声音语言:峡谷风啸为底;音效语言=建造落位/塔击发/命中/漏怪警报/波次横幅(F06 冻结清单);混音优先级:基地警报 > 波次横幅 > 命中 > 建造/出售 > 环境风。\n- - W08 故事表达方式:开场视频(C01)交代虫群来袭与守塔任务 → 过程事件(F05 特效与波次横幅)承载风暴季推进 → 结算视频(C02)双意象收束;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;滚轮缩放 3 档;镜头不出地图边界;F 键回到基地。\n- - F04 环境常驻效果:峡谷热浪扭曲、风沙飘移、信号塔顶灯呼吸、旗帜翻卷。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 信号不灭\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: 峡谷全景:信号塔灯光依次点亮、荒漠爬行者群自谷口涌入;镜头自风蚀岩掠过空置建造格,停在信号塔基地;无 UI、无文字、无剪辑\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 信号不灭(Opening,5 秒,1280×720@24fps)\n- - 触发时机:首次由标题进入对局(首波建造期)之前,每局一次\n- - 内容与角色场景:峡谷全景、信号塔灯光依次点亮、爬行者群自谷口涌入;镜头自风蚀岩掠过空置建造格,停在信号塔基地\n- - 资产对应:信号塔基地、峡谷爬行者与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入首波建造期;自然播完 → 进入首波建造期\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\n\n[SHOT PLAN]\n0-2s: establish the scene and begin the required action from this description: 峡谷全景:信号塔灯光依次点亮、荒漠爬行者群自谷口涌入;镜头自风蚀岩掠过空置建造格,停在信号塔基地;无 UI、无文字、无剪辑\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: 直接进入首波建造期\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: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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+ "started_at": "2026-10-19T07:53:16.809137+00:00",
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+ "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: G026_signal_tower_td\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:断讯纪元的大陆依靠峡谷信标站链维持最后的通信中继;风暴季将至,循电磁而聚的荒漠虫群开始沿峡谷迁徙,三峰中继塔是北线的最后一环。\\\\n- - W02 场景所在地:干涸峡谷中的单条 S 形风蚀通道(20 格固定路),信号塔基地扼守通道尽头,12 个岩台建造格分布路侧。\\\\n- - W03 玩家身份与当前任务动机:玩家是守塔工程师;风暴季前最后一次巡检中发现虫群逼近——用箭塔、炮塔与缓速塔在通道中建立防线,守住信号塔至第 5 波风暴过境。\\\\n- - W04 失败代价与结局表达:信号塔失守=北线通信中断(C02 失败意象:信号熄灭);守住 5 波=信号满格回传(C02 胜利意象:光柱冲天)。\\\\n- - W05 叙事来源:峡谷爬行者=循电磁而来的荒漠甲虫(原创造型);箭塔=岩台弩架、炮塔=配重投石机、缓速塔=冷凝雾栅;信号塔基地=三峰中继塔的信号收发站。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:荒漠军事风;主色=沙金 #D8B96A、岩褐 #8A7A66、信号青 #3E9C8B、警报橙 #E4762C;材质为风化岩、木制弩架、帆布与铜线。\\\\n- - W07 环境氛围与声音语言:峡谷风啸为底;音效语言=建造落位/塔击发/命中/漏怪警报/波次横幅(F06 冻结清单);混音优先级:基地警报 > 波次横幅 > 命中 > 建造/出售 > 环境风。\\\\n- - W08 故事表达方式:开场视频(C01)交代虫群来袭与守塔任务 → 过程事件(F05 特效与波次横幅)承载风暴季推进 → 结算视频(C02)双意象收束;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;滚轮缩放 3 档;镜头不出地图边界;F 键回到基地。\\\\n- - F04 环境常驻效果:峡谷热浪扭曲、风沙飘移、信号塔顶灯呼吸、旗帜翻卷。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 信号不灭\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 峡谷全景:信号塔灯光依次点亮、荒漠爬行者群自谷口涌入;镜头自风蚀岩掠过空置建造格,停在信号塔基地;无 UI、无文字、无剪辑\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 信号不灭(Opening,5 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入对局(首波建造期)之前,每局一次\\\\n- - 内容与角色场景:峡谷全景、信号塔灯光依次点亮、爬行者群自谷口涌入;镜头自风蚀岩掠过空置建造格,停在信号塔基地\\\\n- - 资产对应:信号塔基地、峡谷爬行者与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入首波建造期;自然播完 → 进入首波建造期\\\\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\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 峡谷全景:信号塔灯光依次点亮、荒漠爬行者群自谷口涌入;镜头自风蚀岩掠过空置建造格,停在信号塔基地;无 UI、无文字、无剪辑\\\\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: 直接进入首波建造期\\\\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: 5 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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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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