Upload Seedance CG videos for G029_caravan_escort

#195
outputs/G029_caravan_escort/assets/cg_video/G029_cg_001/meta_seedance.json ADDED
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+ {
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+ "task_id_input": "G029_cg_001",
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+ "game_id": "G029_caravan_escort",
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+ "model": "bytedance/seedance-2",
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+ "prompt_schema": "cg_video_prompt.v1",
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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: G029_caravan_escort\nWorld and visual bible:\n- - W01 世界与时代背景:旱季将尽的大迁徙纪元——部落的种子与水源装在风帆篷车上,必须在河水封冻前从平原经峡谷赶到南岸渡口,错过封冻整个部落将无种可播。\n- - W02 场景所在地:单条三段迁徙路线——平原段(轻遭遇)、峡谷段(中遭遇)、渡口段(重遭遇),各段 20 格,遭遇布位由 seed 冻结。\n- - W03 玩家身份与当前任务动机:玩家是护卫长;长老阿岩托付种子与水,斥候先行探路——在移动的部署圈内布设箭塔、路障与治疗桩,护送篷车穿越三段荒野。\n- - W04 失败代价与结局表达:篷车倾覆=种子与水尽失(C04 失败意象+失败台词);抵达渡口=渡河开往新牧场(C04 胜利意象)。\n- - W05 叙事来源:迁徙篷车=风帆木车;平原劫掠者/峡谷伏击者=循水汽而来的荒野流寇(两套人形按段换色);箭塔=车载弩架、路障=沙石拒马、治疗桩=净水石桩;长老阿岩与斥候为剧情人物。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:荒野迁徙风;主色=篷帆米白 #E8DFC8、峡谷赭 #A9744F、河渡青 #5B8A8F、警报红 #C0392B;材质为风帆帆布、木质车架、沙岩。\n- - W07 环境氛围与声音语言:风沙与车轮辘辘为底;音效语言=部署/回收/遭遇方向警报/车轮与木屑(F06 冻结清单);混音优先级:遭遇警报 > 篷车受击 > 战斗命中 > 部署/回收 > 环境风。\n- - W08 故事表达方式:开场视频(C01)交代出发与封冻期限 → 过程视频(C02/C03)承载斥候伏兵报告与渡口日落 → 结算视频(C04)双意象收束;叙事节点台词每节点 ≤2 句、可跳过、剧情界面打开时游戏暂停;故事只做包装不改数值。\n- - F01 视角与镜头:斜俯视约 50°;镜头自动跟随篷车,按住中键可临时拖动,松开后回弹;滚轮缩放 3 档。\n- - F04 环境常驻效果:风沙飘移、篷车帆布鼓动、车轮尘迹、路旁枯草。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 出发\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: 晨光中长老阿岩将种子袋交上篷车、护卫队收起营火、风帆张满,篷车驶出绿洲边缘;无 UI、无文字、无剪辑\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 出发(Opening,8 秒,1280×720@24fps)\n- - 触发时机:首次由标题进入对局(平原段行进)之前,每局一次\n- - 内容与角色场景:晨光中长老阿岩将种子袋交上篷车、护卫队收起营火、风帆张满,篷车驶出绿洲边缘\n- - 资产对应:迁徙篷车、护卫队员与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入平原段行进;自然播完 → 进入平原段行进\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]\n0-4s: establish the scene and begin the required action from this description: 晨光中长老阿岩将种子袋交上篷车、护卫队收起营火、风帆张满,篷车驶出绿洲边缘;无 UI、无文字、无剪辑\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: 直接进入平原段行进\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.",
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+ "started_at": "2026-10-19T08:36:00.129246+00:00",
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+ "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: G029_caravan_escort\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:旱季将尽的大迁徙纪元——部落的种子与水源装在风帆篷车上,必须在河水封冻前从平原经峡谷赶到南岸渡口,错过封冻整个部落将无种可播。\\\\n- - W02 场景所在地:单条三段迁徙路线——平原段(轻遭遇)、峡谷段(中遭遇)、渡口段(重遭遇),各段 20 格,遭遇布位由 seed 冻结。\\\\n- - W03 玩家身份与当前任务动机:玩家是护卫长;长老阿岩托付种子与水,斥候先行探路——在移动的部署圈内布设箭塔、路障与治疗桩,护送篷车穿越三段荒野。\\\\n- - W04 失败代价与结局表达:篷车倾覆=种子与水尽失(C04 失败意象+失败台词);抵达渡口=渡河开往新牧场(C04 胜利意象)。\\\\n- - W05 叙事来源:迁徙篷车=风帆木车;平原劫掠者/峡谷伏击者=循水汽而来的荒野流寇(两套人形按段换色);箭塔=车载弩架、路障=沙石拒马、治疗桩=净水石桩;长老阿岩与斥候为剧情人物。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:荒野迁徙风;主色=篷帆米白 #E8DFC8、峡谷赭 #A9744F、河渡青 #5B8A8F、警报红 #C0392B;材质为风帆帆布、木质车架、沙岩。\\\\n- - W07 环境氛围与声音语言:风沙与车轮辘辘为底;音效语言=部署/回收/遭遇方向警报/车轮与木屑(F06 冻结清单);混音优先级:遭遇警报 > 篷车受击 > 战斗命中 > 部署/回收 > 环境风。\\\\n- - W08 故事表达方式:开场视频(C01)交代出发与封冻期限 → 过程视频(C02/C03)承载斥候伏兵报告与渡口日落 → 结算视频(C04)双意象收束;叙事节点台词每节点 ≤2 句、可跳过、剧情界面打开时游戏暂停;故事只做包装不改数值。\\\\n- - F01 视角与镜头:斜俯视约 50°;镜头自动跟随篷车,按住中键可临时拖动,松开后回弹;滚轮缩放 3 档。\\\\n- - F04 环境常驻效果:风沙飘移、篷车帆布鼓动、车轮尘迹、路旁枯草。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 出发\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 晨光中长老阿岩将种子袋交上篷车、护卫队收起营火、风帆张满,篷车驶出绿洲边缘;无 UI、无文字、无剪辑\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 出发(Opening,8 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入对局(平原段行进)之前,每局一次\\\\n- - 内容与角色场景:晨光中长老阿岩将种子袋交上篷车、护卫队收起营火、风帆张满,篷车驶出绿洲边缘\\\\n- - 资产对应:迁徙篷车、护卫队员与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入平原段行进;自然播完 → 进入平原段行进\\\\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]\\\\n0-4s: establish the scene and begin the required action from this description: 晨光中长老阿岩将种子袋交上篷车、护卫队收起营火、风帆张满,篷车驶出绿洲边缘;无 UI、无文字、无剪辑\\\\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: 直接进入平原段行进\\\\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\"}",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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+ }
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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: G029_caravan_escort\nWorld and visual bible:\n- - W01 世界与时代背景:旱季将尽的大迁徙纪元——部落的种子与水源装在风帆篷车上,必须在河水封冻前从平原经峡谷赶到南岸渡口,错过封冻整个部落将无种可播。\n- - W02 场景所在地:单条三段迁徙路线——平原段(轻遭遇)、峡谷段(中遭遇)、渡口段(重遭遇),各段 20 格,遭遇布位由 seed 冻结。\n- - W03 玩家身份与当前任务动机:玩家是护卫长;长老阿岩托付种子与水,斥候先行探路——在移动的部署圈内布设箭塔、路障与治疗桩,护送篷车穿越三段荒野。\n- - W04 失败代价与结局表达:篷车倾覆=种子与水尽失(C04 失败意象+失败台词);抵达渡口=渡河开往新牧场(C04 胜利意象)。\n- - W05 叙事来源:迁徙篷车=风帆木车;平原劫掠者/峡谷伏击者=循水汽而来的荒野流寇(两套人形按段换色);箭塔=车载弩架、路障=沙石拒马、治疗桩=净水石桩;长老阿岩与斥候为剧情人物。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:荒野迁徙风;主色=篷帆米白 #E8DFC8、峡谷赭 #A9744F、河渡青 #5B8A8F、警报红 #C0392B;材质为风帆帆布、木质车架、沙岩。\n- - W07 环境氛围与声音语言:风沙与车轮辘辘为底;音效语言=部署/回收/遭遇方向警报/车轮与木屑(F06 冻结清单);混音优先级:遭遇警报 > 篷车受击 > 战斗命中 > 部署/回收 > 环境风。\n- - W08 故事表达方式:开场视频(C01)交代出发与封冻期限 → 过程视频(C02/C03)承载斥候伏兵报告与渡口日落 → 结算视频(C04)双意象收束;叙事节点台词每节点 ≤2 句、可跳过、剧情界面打开时游戏暂停;故事只做包装不改数值。\n- - F01 视角与镜头:斜俯视约 50°;镜头自动跟随篷车,按住中键可临时拖动,松开后回弹;滚轮缩放 3 档。\n- - F04 环境常驻效果:风沙飘移、篷车帆布鼓动、车轮尘迹、路旁枯草。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Transition\nName: 峡谷伏兵\nPurpose: create the Transition cinematic and satisfy the referenced game contract C02.\nSource visual requirement: 斥候登高远眺、峡谷岩脊上伏兵剪影绰绰,斥候向篷车方向打出手势警报;无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 峡谷伏兵(Transition,5 秒,1280×720@24fps)\n- - 触发时机:首次进入峡谷段之前,每局一次\n- - 内容与角色场景:斥候登高远眺、峡谷岩脊上伏兵剪影绰绰,斥候向篷车方向打出手势警报\n- - 资产对应:护卫队员、劫掠者剪影与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入峡谷段行进;自然播完 → 进入峡谷段行进\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: 斥候登高远眺、峡谷岩脊上伏兵剪影绰绰,斥候向篷车方向打出手势警报;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: 直接进入峡谷段行进\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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+ "duration": 5
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+ "started_at": "2026-10-19T08:43:17.074240+00:00",
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+ "state": "success",
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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: G029_caravan_escort\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:旱季将尽的大迁徙纪元——部落的种子与水源装在风帆篷车上,必须在河水封冻前从平原经峡谷赶到南岸渡口,错过封冻整个部落将无种可播。\\\\n- - W02 场景所在地:单条三段迁徙路线——平原段(轻遭遇)、峡谷段(中遭遇)、渡口段(重遭遇),各段 20 格,遭遇布位由 seed 冻结。\\\\n- - W03 玩家身份与当前任务动机:玩家是护卫长;长老阿岩托付种子与水,斥候先行探路——在移动的部署圈内布设箭塔、路障与治疗桩,护送篷车穿越三段荒野。\\\\n- - W04 失败代价与结局表达:篷车倾覆=种子与水尽失(C04 失败意象+失败台词);抵达渡口=渡河开往新牧场(C04 胜利意象)。\\\\n- - W05 叙事来源:迁徙篷车=风帆木车;平原劫掠者/峡谷伏击者=循水汽而来的荒野流寇(两套人形按段换色);箭塔=车载弩架、路障=沙石拒马、治疗桩=净水石桩;长老阿岩与斥候为剧情人物。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:荒野迁徙风;主色=篷帆米白 #E8DFC8、峡谷赭 #A9744F、河渡青 #5B8A8F、警报红 #C0392B;材质为风帆帆布、木质车架、沙岩。\\\\n- - W07 环境氛围与声音语言:风沙与车轮辘辘为底;音效语言=部署/回收/遭遇方向警报/车轮与木屑(F06 冻结清单);混音优先级:遭遇警报 > 篷车受击 > 战斗命中 > 部署/回收 > 环境风。\\\\n- - W08 故事表达方式:开场视频(C01)交代出发与封冻期限 → 过程视频(C02/C03)承载斥候伏兵报告与渡口日落 → 结算视频(C04)双意象收束;叙事节点台词每节点 ≤2 句、可跳过、剧情界面打开时游戏暂停;故事只做包装不改数值。\\\\n- - F01 视角与镜头:斜俯视约 50°;镜头自动跟随篷车,按住中键可临时拖动,松开后回弹;滚轮缩放 3 档。\\\\n- - F04 环境常驻效果:风沙飘移、篷车帆布鼓动、车轮尘迹、路旁枯草。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Transition\\\\nName: 峡谷伏兵\\\\nPurpose: create the Transition cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: 斥候登高远眺、峡谷岩脊上伏兵剪影绰绰,斥候向篷车方向打出手势警报;无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 峡谷伏兵(Transition,5 秒,1280×720@24fps)\\\\n- - 触发时机:首次进入峡谷段之前,每局一次\\\\n- - 内容与角色场景:斥候登高远眺、峡谷岩脊上伏兵剪影绰绰,斥候向篷车方向打出手势警报\\\\n- - 资产对应:护卫队员、劫掠者剪影与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入峡谷段行进;自然播完 → 进入峡谷段行进\\\\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: 斥候登高远眺、峡谷岩脊上伏兵剪影绰绰,斥候向篷车方向打出手势警报;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: 直接进入峡谷段行进\\\\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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+ "finished_at": "2026-10-19T08:48:13.602720+00:00",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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+ }
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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: G029_caravan_escort\nWorld and visual bible:\n- - W01 世界与时代背景:旱季将尽的大迁徙纪元——部落的种子与水源装在风帆篷车上,必须在河水封冻前从平原经峡谷赶到南岸渡口,错过封冻整个部落将无种可播。\n- - W02 场景所在地:单条三段迁徙路线——平原段(轻遭遇)、峡谷段(中遭遇)、渡口段(重遭遇),各段 20 格,遭遇布位由 seed 冻结。\n- - W03 玩家身份与当前任务动机:玩家是护卫长;长老阿岩托付种子与水,斥候先行探路——在移动的部署圈内布设箭塔、路障与治疗桩,护送篷车穿越三段荒野。\n- - W04 失败代价与结局表达:篷车倾覆=种子与水尽失(C04 失败意象+失败台词);抵达渡口=渡河开往新牧场(C04 胜利意象)。\n- - W05 叙事来源:迁徙篷车=风帆木车;平原劫掠者/峡谷伏击者=循水汽而来的荒野流寇(两套人形按段换色);箭塔=车载弩架、路障=沙石拒马、治疗桩=净水石桩;长老阿岩与斥候为剧情人物。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:荒野迁徙风;主色=篷帆米白 #E8DFC8、峡谷赭 #A9744F、河渡青 #5B8A8F、警报红 #C0392B;材质为风帆帆布、木质车架、沙岩。\n- - W07 环境氛围与声音语言:风沙与车轮辘辘为底;音效语言=部署/回收/遭遇方向警报/车轮与木屑(F06 冻结清单);混音优先级:遭遇警报 > 篷车受击 > 战斗命中 > 部署/回收 > 环境风。\n- - W08 故事表达方式:开场视频(C01)交代出发与封冻期限 → 过程视频(C02/C03)承载斥候伏兵报告与渡口日落 → 结算视频(C04)双意象收束;叙事节点台词每节点 ≤2 句、可跳过、剧情界面打开时游戏暂停;故事只做包装不改数值。\n- - F01 视角与镜头:斜俯视约 50°;镜头自动跟随篷车,按住中键可临时拖动,松开后回弹;滚轮缩放 3 档。\n- - F04 环境常驻效果:风沙飘移、篷车帆布鼓动、车轮尘迹、路旁枯草。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Transition\nName: 渡口日落\nPurpose: create the Transition cinematic and satisfy the referenced game contract C03.\nSource visual requirement: 夕阳下的河湾渡口、渡船泊在浅滩、河面浮冰漂近,最后一段路在暮色里展开;无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 渡口日落(Transition,5 秒,1280×720@24fps)\n- - 触发时机:首次进入渡口段之前,每局一次\n- - 内容与角色场景:夕阳下的河湾渡口、渡船泊在浅滩、河面浮冰漂近——最后一段路在暮色里展开\n- - 资产对应:迁徙篷车与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入渡口段行进;自然播完 → 进入渡口段行进\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: 夕阳下的河湾渡口、渡船泊在浅滩、河面浮冰漂近,最后一段路在暮色里展开;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: 直接进入渡口段行进\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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+ "finished_at": "2026-10-19T08:53:01.783597+00:00",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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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: G029_caravan_escort\nWorld and visual bible:\n- - W01 世界与时代背景:旱季将尽的大迁徙纪元——部落的种子与水源装在风帆篷车上,必须在河水封冻前从平原经峡谷赶到南岸渡口,错过封冻整个部落将无种可播。\n- - W02 场景所在地:单条三段迁徙路线——平原段(轻遭遇)、峡谷段(中遭遇)、渡口段(重遭遇),各段 20 格,遭遇布位由 seed 冻结。\n- - W03 玩家身份与当前任务动机:玩家是护卫长;长老阿岩托付种子与水,斥候先行探路——在移动的部署圈内布设箭塔、路障与治疗桩,护送篷车穿越三段荒野。\n- - W04 失败代价与结局表达:篷车倾覆=种子与水尽失(C04 失败意象+失败台词);抵达渡口=渡河开往新牧场(C04 胜利意象)。\n- - W05 叙事来源:迁徙篷车=风帆木车;平原劫掠者/峡谷伏击者=循水汽而来的荒野流寇(两套人形按段换色);箭塔=车载弩架、路障=沙石拒马、治疗桩=净水石桩;长老阿岩与斥候为剧情人物。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:荒野迁徙风;主色=篷帆米白 #E8DFC8、峡谷赭 #A9744F、河渡青 #5B8A8F、警报红 #C0392B;材质为风帆帆布、木质车架、沙岩。\n- - W07 环境氛围与声音语言:风沙与车轮辘辘为底;音效语言=部署/回收/遭遇方向警报/车轮与木屑(F06 冻结清单);混音优先级:遭遇警报 > 篷车受击 > 战斗命中 > 部署/回收 > 环境风。\n- - W08 故事表达方式:开场视频(C01)交代出发与封冻期限 → 过程视频(C02/C03)承载斥候伏兵报告与渡口日落 → 结算视频(C04)双意象收束;叙事节点台词每节点 ≤2 句、可跳过、剧情界面打开时游戏暂停;故事只做包装不改数值。\n- - F01 视角与镜头:斜俯视约 50°;镜头自动跟随篷车,按住中键可临时拖动,松开后回弹;滚轮缩放 3 档。\n- - F04 环境常驻效果:风沙飘移、篷车帆布鼓动、车轮尘迹、路旁枯草。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 渡河\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\nSource visual requirement: 双意象共用条目:胜利=篷车驶上渡船、河对岸绿意隐现;失败=篷车倾覆、种子袋散落风沙;无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C04 渡河(Ending,8 秒,1280×720@24fps,双意象共用条目)\n- - 触发时机:V01/V02 成立、结算面板出现之前,每局一次\n- - 内容与角色场景:胜利意象=篷车驶上渡船、河对岸绿意隐现;失败意象=篷车倾覆、种子袋散落风沙\n- - 资产对应:迁徙篷车与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入对应结算面板;自然播完 → 进入对应结算面板\n- - 状态一致:仅在真实 V01/V02 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: 双意象共用条目:胜利=篷车驶上渡船、河对岸绿意隐现;失败=篷车倾覆、种子袋散落风沙;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: 直接进入对应结算面板\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.",
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+ "return_last_frame": false,
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+ "aspect_ratio": "16:9",
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+ "duration": 8
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+ }
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+ },
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+ "started_at": "2026-10-19T08:53:02.369619+00:00",
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+ "status_response": {
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+ "state": "success",
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+ "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: G029_caravan_escort\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:旱季将尽的大迁徙纪元——部落的种子与水源装在风帆篷车上,必须在河水封冻前从平原经峡谷赶到南岸渡口,错过封冻整个部落将无种可播。\\\\n- - W02 场景所在地:单条三段迁徙路线——平原段(轻遭遇)、峡谷段(中遭遇)、渡口段(重遭遇),各段 20 格,遭遇布位由 seed 冻结。\\\\n- - W03 玩家身份与当前任务动机:玩家是护卫长;长老阿岩托付种子与水,斥候先行探路——在移动的部署圈内布设箭塔、路障与治疗桩,护送篷车穿越三段荒野。\\\\n- - W04 失败代价与结局表达:篷车倾覆=种子与水尽失(C04 失败意象+失败台词);抵达渡口=渡河开往新牧场(C04 胜利意象)。\\\\n- - W05 叙事来源:迁徙篷车=风帆木车;平原劫掠者/峡谷伏击者=循水汽而来的荒野流寇(两套人形按段换色);箭塔=车载弩架、路障=沙石拒马、治疗桩=净水石桩;长老阿岩与斥候为剧情人物。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:荒野迁徙风;主色=篷帆米白 #E8DFC8、峡谷赭 #A9744F、河渡青 #5B8A8F、警报红 #C0392B;材质为风帆帆布、木质车架、沙岩。\\\\n- - W07 环境氛围与声音语言:风沙与车轮辘辘为底;音效语言=部署/回收/遭遇方向警报/车轮与木屑(F06 冻结清单);混音优先级:遭遇警报 > 篷车受击 > 战斗命中 > 部署/回收 > 环境风。\\\\n- - W08 故事表达方式:开场视频(C01)交代出发与封冻期限 → 过程视频(C02/C03)承载斥候伏兵报告与渡口日落 → 结算视频(C04)双意象收束;叙事节点台词每节点 ≤2 句、可跳过、剧情界面打开时游戏暂停;故事只做包装不改数值。\\\\n- - F01 视角与镜头:斜俯视约 50°;镜头自动跟随篷车,按住中键可临时拖动,松开后回弹;滚轮缩放 3 档。\\\\n- - F04 环境常驻效果:风沙飘移、篷车帆布鼓动、车轮尘迹、路旁枯草。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 渡河\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\\\\nSource visual requirement: 双意象共用条目:胜利=篷车驶上渡船、河对岸绿意隐现;失败=篷车倾覆、种子袋散落风沙;无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C04 渡河(Ending,8 秒,1280×720@24fps,双意象共用条目)\\\\n- - 触发时机:V01/V02 成立、结算面板出现之前,每局一次\\\\n- - 内容与角色场景:胜利意象=篷车驶上渡船、河对岸绿意隐现;失败意象=篷车倾覆、种子袋散落风沙\\\\n- - 资产对应:迁徙篷车与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入对应结算面板;自然播完 → 进入对应结算面板\\\\n- - 状态一致:仅在真实 V01/V02 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: 双意象共用条目:胜利=篷车驶上渡船、河对岸绿意隐现;失败=篷车倾覆、种子袋散落风沙;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: 直接进入对应结算面板\\\\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\"}",
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+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G029_cg_004__seedance20.native.mp4",
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+ "finished_at": "2026-10-19T08:57:52.961804+00:00",
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+ "uploaded_artifact": "video_seedance.mp4",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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+ }
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