Upload Seedance CG videos for G035_rift_expedition

#201
outputs/G035_rift_expedition/assets/cg_video/G035_cg_001/meta_seedance.json ADDED
@@ -0,0 +1,54 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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+ {
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+ "task_id_input": "G035_cg_001",
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+ "game_id": "G035_rift_expedition",
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+ "model": "bytedance/seedance-2",
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+ "prompt_schema": "cg_video_prompt.v1",
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+ "prompt_sha256": "b7c9e2afb73a62c642846548d6e0449decc90b3b9dbf7363402c1ce8bdea5fea",
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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: G035_rift_expedition\nWorld and visual bible:\n- - W01 世界与时代背景:拓荒纪元的异星裂谷「回声裂谷」传闻藏有能重点亮殖民地的核心晶体;裂谷会「记住」闯入者的选择——走过的路、拿过的补给、沾上的紫雾都会在深处留下印记。\n- - W02 场景所在地:三层裂谷勘探舞台——外缘层(菌毯与浮岩)、精英裂隙层(晶簇裂隙)、核心层(巨兽巢穴晶洞);层间散布符文存档石与交换商的营地。\n- - W03 玩家身份与当前任务动机:玩家是受雇的勘探员;带着一只勘察杖与起始牌组下降进裂谷,取回核心晶体——在路线图上权衡矿与 HP,把牌组磨成能击败核心巨兽的形态。\n- - W04 失败代价与结局表达:勘探失败=信号丢失于裂谷深处(失败意象:信号中断);胜利结局按是否带「补给污染」二选一——无污染=带回晶体、裂谷归于平静;带污染=紫雾随行出谷、渗入地表(L 级叙事后果)。\n- - W05 叙事来源:外缘怪/精英怪/核心巨兽为原创造型(裂谷晶化生物);交换商=裂谷拾荒的异乡商贩;存档石=裂谷符文纪念柱;赌矿=裂缝深处未探明的晶脉。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:异星科幻风;主色=紫晶 #7B4FD0、幽蓝 #2EA89E、岩灰 #5A6472、荧光青 #3ED3C2;材质为发光晶簇、菌毯生物光、风化岩壁与金属勘探装备。\n- - W07 环境氛围与声音语言:裂谷低鸣与晶体嗡振为底;音效语言=选路/赌矿/交换/污染/存读档/出牌/命中/格挡/中毒/首领咆哮/胜负(F06 冻结清单);混音优先级:首领咆哮与胜负结算 > 事件与战斗 > 卡牌操作 > 环境低鸣。\n- - W08 故事表达方式(L 档冻结节点表,触发时机 → 台词/字幕,每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停):开场(C01+勘探员台词「勘探日志,第一天。裂谷在呼吸。」)→ 交换商节点(交换商台词「血或者矿,总得留下一样。」)→ 选了补给点后(勘探员台词「补给箱的紫雾沾上了,裂谷里的东西更凶了。」)→ 首领战前(C02+勘探员台词「核心……醒了。」)→ 胜利·无污染(C03+勘探员台词「核心晶体到手。日志结束。」)→ 胜利·带污染(C04+勘探员台词「晶体到手了,可紫雾也跟着我出来了。」);失败无 CG(defeat_sting+失败结算面板)。叙事只做包装不改数值。\n- - F01 视角与镜头:侧视战斗舞台+路线图俯视;出牌时推近 5% 再回(0.3 秒);首领登场先拉远再慢推(1.5 秒);路线图选完节点后,镜头沿路线平移到下一层。\n- - F04 环境常驻效果:晶簇脉动光、浮岩缓移、菌毯孢子飘散、裂谷雾对流。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 下降裂谷\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: An explorer in a teal exosuit rappels down into a vast alien rift, glowing fungi and floating rocks below, violet crystals pulsing in the depths, stylized alien sci-fi style, violet crystal and teal bioluminescence, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 下降裂谷(Opening,10 秒,1280×720@24fps)\n- - 触发时机:首次由标题进入对局(第 1 层路线图展开)之前,每局一次\n- - 内容与角色场景:勘探员缘绳下降进广阔异星裂谷——发光菌毯与浮岩在下,紫晶在深处脉动;镜头随下降视角沉入谷底\n- - 资产对应:勘探员、外缘层场景与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入第 1 层路线图;自然播完 → 进入第 1 层路线图\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: An explorer in a teal exosuit rappels down into a vast alien rift, glowing fungi and floating rocks below, violet crystals pulsing in the depths, stylized alien sci-fi style, violet crystal and teal bioluminescence, cinematic, original design, no text\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: 直接进入路线图\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": "2026-10-19T10:15:50.752968+00:00",
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+ "task_id": "e88dbd06a32d8fbc6b92377a61eb4006",
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+ "status_response": {
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+ "taskId": "e88dbd06a32d8fbc6b92377a61eb4006",
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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: G035_rift_expedition\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:拓荒纪元的异星裂谷「回声裂谷」传闻藏有能重点亮殖民地的核心晶体;裂谷会「记住」闯入者的选择——走过的路、拿过的补给、沾上的紫雾都会在深处留下印记。\\\\n- - W02 场景所在地:三层裂谷勘探舞台——外缘层(菌毯与浮岩)、精英裂隙层(晶簇裂隙)、核心层(巨兽巢穴晶洞);层间散布符文存档石与交换商的营地。\\\\n- - W03 玩家身份与当前任务动机:玩家是受雇的勘探员;带着一只勘察杖与起始牌组下降进裂谷,取回核心晶体——在路线图上权衡矿与 HP,把牌组磨成能击败核心巨兽的形态。\\\\n- - W04 失败代价与结局表达:勘探失败=信号丢失于裂谷深处(失败意象:信号中断);胜利结局按是否带「补给污染」二选一——无污染=带回晶体、裂谷归于平静;带污染=紫雾随行出谷、渗入地表(L 级叙事后果)。\\\\n- - W05 叙事来源:外缘怪/精英怪/核心巨兽为原创造型(裂谷晶化生物);交换商=裂谷拾荒的异乡商贩;存档石=裂谷符文纪念柱;赌矿=裂缝深处未探明的晶脉。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:异星科幻风;主色=紫晶 #7B4FD0、幽蓝 #2EA89E、岩灰 #5A6472、荧光青 #3ED3C2;材质为发光晶簇、菌毯生物光、风化岩壁与金属勘探装备。\\\\n- - W07 环境氛围与声音语言:裂谷低鸣与晶体嗡振为底;音效语言=选路/赌矿/交换/污染/存读档/出牌/命中/格挡/中毒/首领咆哮/胜负(F06 冻结清单);混音优先级:首领咆哮与胜负结算 > 事件与战斗 > 卡牌操作 > 环境低鸣。\\\\n- - W08 故事表达方式(L 档冻结节点表,触发时机 → 台词/字幕,每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停):开场(C01+勘探员台词「勘探日志,第一天。裂谷在呼吸。」)→ 交换商节点(交换商台词「血或者矿,总得留下一样。」)→ 选了补给点后(勘探员台词「补给箱的紫雾沾上了,裂谷里的东西更凶了。」)→ 首领战前(C02+勘探员台词「核心……醒了。」)→ 胜利·无污染(C03+勘探员台词「核心晶体到手。日志结束。」)→ 胜利·带污染(C04+勘探员台词「晶体到手了,可紫雾也跟着我出来了。」);失败无 CG(defeat_sting+失败结算面板)。叙事只做包装不改数值。\\\\n- - F01 视角与镜头:侧视战斗舞台+路线图俯视;出牌时推近 5% 再回(0.3 秒);首领登场先拉远再慢推(1.5 秒);路线图选完节点后,镜头沿路线平移到下一层。\\\\n- - F04 环境常驻效果:晶簇脉动光、浮岩缓移、菌毯孢子飘散、裂谷雾对流。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 下降裂谷\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: An explorer in a teal exosuit rappels down into a vast alien rift, glowing fungi and floating rocks below, violet crystals pulsing in the depths, stylized alien sci-fi style, violet crystal and teal bioluminescence, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 下降裂谷(Opening,10 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入对局(第 1 层路线图展开)之前,每局一次\\\\n- - 内容与角色场景:勘探员缘绳下降进广阔异星裂谷——发光菌毯与浮岩在下,紫晶在深处脉动;镜头随下降视角沉入谷底\\\\n- - 资产对应:勘探员、外缘层场景与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入第 1 层路线图;自然播完 → 进入第 1 层路线图\\\\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: An explorer in a teal exosuit rappels down into a vast alien rift, glowing fungi and floating rocks below, violet crystals pulsing in the depths, stylized alien sci-fi style, violet crystal and teal bioluminescence, cinematic, original design, no text\\\\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: 直接进入路线图\\\\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/1792405222975-hzspuyy7g5.mp4\"]}",
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+ "completeTime": 1792405223894,
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+ "createTime": 1792404952051,
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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/1792405222975-hzspuyy7g5.mp4"
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+ "successFlag": 1,
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+ "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: G035_rift_expedition\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:拓荒纪元的异星裂谷「回声裂谷」传闻藏有能重点亮殖民地的核心晶体;裂谷会「记住」闯入者的选择——走过的路、拿过的补给、沾上的紫雾都会在深处留下印记。\\\\n- - W02 场景所在地:三层裂谷勘探舞台——外缘层(菌毯与浮岩)、精英裂隙层(晶簇裂隙)、核心层(巨兽巢穴晶洞);层间散布符文存档石与交换商的营地。\\\\n- - W03 玩家身份与当前任务动机:玩家是受雇的勘探员;带着一只勘察杖与起始牌组下降进裂谷,取回核心晶体——在路线图上权衡矿与 HP,把牌组磨成能击败核心巨兽的形态。\\\\n- - W04 失败代价与结局表达:勘探失败=信号丢失于裂谷深处(失败意象:信号中断);胜利结局按是否带「补给污染」二选一——无污染=带回晶体、裂谷归于平静;带污染=紫雾随行出谷、渗入地表(L 级叙事后果)。\\\\n- - W05 叙事来源:外缘怪/精英怪/核心巨兽为原创造型(裂谷晶化生物);交换商=裂谷拾荒的异乡商贩;存档石=裂谷符文纪念柱;赌矿=裂缝深处未探明的晶脉。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:异星科幻风;主色=紫晶 #7B4FD0、幽蓝 #2EA89E、岩灰 #5A6472、荧光青 #3ED3C2;材质为发光晶簇、菌毯生物光、风化岩壁与金属勘探装备。\\\\n- - W07 环境氛围与声音语言:裂谷低鸣与晶体嗡振为底;音效语言=选路/赌矿/交换/污染/存读档/出牌/命中/格挡/中毒/首领咆哮/胜负(F06 冻结清单);混音优先级:首领咆哮与胜负结算 > 事件与战斗 > 卡牌操作 > 环境低鸣。\\\\n- - W08 故事表达方式(L 档冻结节点表,触发时机 → 台词/字幕,每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停):开场(C01+勘探员台词「勘探日志,第一天。裂谷在呼吸。」)→ 交换商节点(交换商台词「血或者矿,总得留下���样。」)→ 选了补给点后(勘探员台词「补给箱的紫雾沾上了,裂谷里的东西更凶了。」)→ 首领战前(C02+勘探员台词「核心……醒了。」)→ 胜利·无污染(C03+勘探员台词「核心晶体到手。日志结束。」)→ 胜利·带污染(C04+勘探员台词「晶体到手了,可紫雾也跟着我出来了。」);失败无 CG(defeat_sting+失败结算面板)。叙事只做包装不改数值。\\\\n- - F01 视角与镜头:侧视战斗舞台+路线图俯视;出牌时推近 5% 再回(0.3 秒);首领登场先拉远再慢推(1.5 秒);路线图选完节点后,镜头沿路线平移到下一层。\\\\n- - F04 环境常驻效果:晶簇脉动光、浮岩缓移、菌毯孢子飘散、裂谷雾对流。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 下降裂谷\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: An explorer in a teal exosuit rappels down into a vast alien rift, glowing fungi and floating rocks below, violet crystals pulsing in the depths, stylized alien sci-fi style, violet crystal and teal bioluminescence, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 下降裂谷(Opening,10 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入对局(第 1 层路线图展开)之前,每局一次\\\\n- - 内容与角色场景:勘探员缘绳下降进广阔异星裂谷——发光菌毯与浮岩在下,紫晶在深处脉动;镜头随下降视角沉入谷底\\\\n- - 资产对应:勘探员、外缘层场景与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入第 1 层路线图;自然播完 → 进入第 1 层路线图\\\\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: An explorer in a teal exosuit rappels down into a vast alien rift, glowing fungi and floating rocks below, violet crystals pulsing in the depths, stylized alien sci-fi style, violet crystal and teal bioluminescence, cinematic, original design, no text\\\\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: 直接进入路线图\\\\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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+ "task_id_input": "G035_cg_002",
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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: G035_rift_expedition\nWorld and visual bible:\n- - W01 世界与时代背景:拓荒纪元的异星裂谷「回声裂谷」传闻藏有能重点亮殖民地的核心晶体;裂谷会「记住」闯入者的选择——走过的路、拿过的补给、沾上的紫雾都会在深处留下印记。\n- - W02 场景所在地:三层裂谷勘探舞台——外缘层(菌毯与浮岩)、精英裂隙层(晶簇裂隙)、核心层(巨兽巢穴晶洞);层间散布符文存档石与交换商的营地。\n- - W03 玩家身份与当前任务动机:玩家是受雇的勘探员;带着一只勘察杖与起始牌组下降进裂谷,取回核心晶体——在路线图上权衡矿与 HP,把牌组磨成能击败核心巨兽的形态。\n- - W04 失败代价与结局表达:勘探失败=信号丢失于裂谷深处(失败意象:信号中断);胜利结局按是否带「补给污染」二选一——无污染=带回晶体、裂谷归于平静;带污染=紫雾随行出谷、渗入地表(L 级叙事后果)。\n- - W05 叙事来源:外缘怪/精英怪/核心巨兽为原创造型(裂谷晶化生物);交换商=裂谷拾荒的异乡商贩;存档石=裂谷符文纪念柱;赌矿=裂缝深处未探明的晶脉。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:异星科幻风;主色=紫晶 #7B4FD0、幽蓝 #2EA89E、岩灰 #5A6472、荧光青 #3ED3C2;材质为发光晶簇、菌毯生物光、风化岩壁与金属勘探装备。\n- - W07 环境氛围与声音语言:裂谷低鸣与晶体嗡振为底;音效语言=选路/赌矿/交换/污染/存读档/出牌/命中/格挡/中毒/首领咆哮/胜负(F06 冻结清单);混音优先级:首领咆哮与胜负结算 > 事件与战斗 > 卡牌操作 > 环境低鸣。\n- - W08 故事表达方式(L 档冻结节点表,触发时机 → 台词/字幕,每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停):开场(C01+勘探员台词「勘探日志,第一天。裂谷在呼吸。」)→ 交换商节点(交换商台词「血或者矿,总得留下一样。」)→ 选了补给点后(勘探员台词「补给箱的紫雾沾上了,裂谷里的东西更凶了。」)→ 首领战前(C02+勘探员台词「核心……醒了。」)→ 胜利·无污染(C03+勘探员台词「核心晶体到手。日志结束。」)→ 胜利·带污染(C04+勘探员台词「晶体到手了,可紫雾也跟着我出来了。」);失败无 CG(defeat_sting+失败结算面板)。叙事只做包装不改数值。\n- - F01 视角与镜头:侧视战斗舞台+路线图俯视;出牌时推近 5% 再回(0.3 秒);首领登场先拉远再慢推(1.5 秒);路线图选完节点后,镜头沿路线平移到下一层。\n- - F04 环境常驻效果:晶簇脉动光、浮岩缓移、菌毯孢子飘散、裂谷雾对流。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Combat\nName: 核心苏醒\nPurpose: create the Combat cinematic and satisfy the referenced game contract C02.\nSource visual requirement: Deep in a cavern a huge crystal heart cracks open and a massive crystalline leviathan with many glowing eyes emerges, stylized alien sci-fi style, violet crystal and teal bioluminescence, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 核心苏醒(Combat,6 秒,1280×720@24fps)\n- - 触发时机:首领战加载之前,每局一次\n- - 内容与角色场景:晶洞深处巨大的晶体之心开裂,多目晶甲的核心巨兽自晶簇中苏醒\n- - 资产对应:核心巨兽与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入首领战;自然播完 → 进入首领战\n- - 状态一致:播放期间不推进任何游戏计时;不影响起手与状态\n\n[SHOT PLAN]\n0-3s: establish the scene and begin the required action from this description: Deep in a cavern a huge crystal heart cracks open and a massive crystalline leviathan with many glowing eyes emerges, stylized alien sci-fi style, violet crystal and teal bioluminescence, cinematic, original design, no text\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: 直接进入首领战\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.",
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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: G035_rift_expedition\nWorld and visual bible:\n- - W01 世界与时代背景:拓荒纪元的异星裂谷「回声裂谷」传闻藏有能重点亮殖民地的核心晶体;裂谷会「记住」闯入者的选择——走过的路、拿过的补给、沾上的紫雾都会在深处留下印记。\n- - W02 场景所在地:三层裂谷勘探舞台——外缘层(菌毯与浮岩)、精英裂隙层(晶簇裂隙)、核心层(巨兽巢穴晶洞);层间散布符文存档石与交换商的营地。\n- - W03 玩家身份与当前任务动机:玩家是受雇的勘探员;带着一只勘察杖与起始牌组下降进裂谷,取回核心晶体——在路线图上权衡矿与 HP,把牌组磨成能击败核心巨兽的形态。\n- - W04 失败代价与结局表达:勘探失败=信号丢失于裂谷深处(失败意象:信号中断);胜利结局按是否带「补给污染」二选一——无污染=带回晶体、裂谷归于平静;带污染=紫雾随行出谷、渗入地表(L 级叙事后果)。\n- - W05 叙事来源:外缘怪/精英怪/核心巨兽为原创造型(裂谷晶化生物);交换商=裂谷拾荒的异乡商贩;存档石=裂谷符文纪念柱;赌矿=裂缝深处未探明的晶脉。全部原创,不用商业作品命名。\n- - W06 视觉风格与色彩材质:异星科幻风;主色=紫晶 #7B4FD0、幽蓝 #2EA89E、岩灰 #5A6472、荧光青 #3ED3C2;材质为发光晶簇、菌毯生物光、风化岩壁与金属勘探装备。\n- - W07 环境氛围与声音语言:裂谷低鸣与晶体嗡振为底;音效语言=选路/赌矿/交换/污染/存读档/出牌/命中/格挡/中毒/首领咆哮/胜负(F06 冻结清单);混音优先级:首领咆哮与胜负结算 > 事件与战斗 > 卡牌操作 > 环境低鸣。\n- - W08 故事表达方式(L 档冻结节点表,触发时机 → 台词/字幕,每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停):开场(C01+勘探员台词「勘探日志,第一天。裂谷在呼吸。」)→ 交换商节点(交换商台词「血或者矿,总得留下一样。」)→ 选了补给点后(勘探员台词「补给箱的紫雾沾上了,裂谷里的东西更凶了。」)→ 首领战前(C02+勘探员台词「核心……醒了。」)→ 胜利·无污染(C03+勘探员台词「核心晶体到手。日志结束。」)→ 胜利·带污染(C04+勘探员台词「晶体到手了,可紫雾也跟着我出来了。」);失败无 CG(defeat_sting+失败结算面板)。叙事只做包装不改数值。\n- - F01 视角与镜头:侧视战斗舞台+路线图俯视;出牌时推近 5% 再回(0.3 秒);首领登场先拉远再慢推(1.5 秒);路线图选完节点后,镜头沿路线平移到下一层。\n- - F04 环境常驻效果:晶簇脉动光、浮岩缓移、菌毯孢子飘散、裂谷雾对流。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 带回晶体\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\nSource visual requirement: The explorer holds up a glowing core crystal as the rift calms, light rising toward the surface, stylized alien sci-fi style, violet crystal and teal bioluminescence, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 带回晶体(Ending,8 秒,1280×720@24fps)\n- - 触发时机:V01 且未带「补给污染」、结算面板出现之前,与 C04 二选一播放\n- - 内容与角色场景:勘探员高举发光的核心晶体,裂谷归于平静,光柱升向地表\n- - 资产对应:勘探员与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入胜利结算面板;自然播完 → 进入胜利结算面板\n- - 状态一致:仅在真实 V01 且无污染标记后触发;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: The explorer holds up a glowing core crystal as the rift calms, light rising toward the surface, stylized alien sci-fi style, violet crystal and teal bioluminescence, cinematic, original design, no text\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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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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+ "https://tempfile.aiquickdraw.com/seedance/1792405922730-tisykvajit.mp4"
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+ "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: G035_rift_expedition\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:拓荒纪元的异星裂谷「回声裂谷」传闻藏有能重点亮殖民地的核心晶体;裂谷会「记住」闯入者的选择——走过的路、拿过的补给、沾上的紫雾都会在深处留下印记。\\\\n- - W02 场景所在地:三层裂谷勘探舞台——外缘层(菌毯与浮岩)、精英裂隙层(晶簇裂隙)、核心层(巨兽巢穴晶洞);层间散布符文存档石与交换商的营地。\\\\n- - W03 玩家身份与当前任务动机:玩家是受雇的勘探员;带着一只勘察杖与起始牌组下降进裂谷,取回核心晶体——在路线图上权衡矿与 HP,把牌组磨成能击败核心巨兽的形态。\\\\n- - W04 失败代价与结局表达:勘探失败=信号丢失于裂谷深处(失败意象:信号中断);胜利结局按是否带「补给污染」二选一——无污染=带回晶体、裂谷归于平静;带污染=紫雾随行出谷、渗入地表(L 级叙事后果)。\\\\n- - W05 叙事来源:外缘怪/精英怪/核心巨兽为原创造型(裂谷晶化生物);交换商=裂谷拾荒的异乡商贩;存档石=裂谷符文纪念柱;赌矿=裂缝深处未探明的晶脉。全部原创,不用商业作品命名。\\\\n- - W06 视觉风格与色彩材质:异星科幻风;主色=紫晶 #7B4FD0、幽蓝 #2EA89E、岩灰 #5A6472、荧光青 #3ED3C2;材质为发光晶簇、菌毯生物光、风化岩壁与金属勘探装备。\\\\n- - W07 环境氛围与声音语言:裂谷低鸣与晶体嗡振为底;音效语言=选路/赌矿/交换/污染/存读档/出牌/命中/格挡/中毒/首领咆哮/胜负(F06 冻结清单);混音优先级:首领咆哮与胜负结算 > 事件与战斗 > 卡牌操作 > 环境低鸣。\\\\n- - W08 故事表达方式(L 档冻结节点表,触发时机 → 台词/字幕,每节点 ≤2 句,可跳过,剧情界面打开时游戏暂停):开场(C01+勘探员台词「勘探日志,第一天。裂谷在呼吸。」)→ 交换商节点(交换商台词「血或者矿,总得留下一样。」)→ 选了补给点后(勘探员台词「补给箱的紫雾沾上了,裂谷里的东西更凶了。」)→ 首领战前(C02+勘探员台词「核心……醒了。」)→ 胜利·无污染(C03+勘探员台词「核心晶体到手。日志结束。」)→ 胜利·带污染(C04+勘探��台词「晶体到手了,可紫雾也跟着我出来了。」);失败无 CG(defeat_sting+失败结算面板)。叙事只做包装不改数值。\\\\n- - F01 视角与镜头:侧视战斗舞台+路线图俯视;出牌时推近 5% 再回(0.3 秒);首领登场先拉远再慢推(1.5 秒);路线图选完节点后,镜头沿路线平移到下一层。\\\\n- - F04 环境常驻效果:晶簇脉动光、浮岩缓移、菌毯孢子飘散、裂谷雾对流。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 紫雾随行\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\\\\nSource visual requirement: The explorer climbs out of the rift holding the core crystal, but purple mist trails behind and seeps into the ground, stylized alien sci-fi style, violet crystal and teal bioluminescence, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C04 紫雾随行(Ending,8 秒,1280×720@24fps)\\\\n- - 触发时机:V01 且带「补给污染」、结算面板出现之前,与 C03 二选一播放\\\\n- - 内容与角色场景:勘探员带着核心晶体攀出裂谷,紫雾 trails 在身后渗入地表\\\\n- - 资产对应:勘探员与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入胜利结算面板;自然播完 → 进入胜利结算面板\\\\n- - 状态一致:仅在真实 V01 且带污染标记后触发;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: The explorer climbs out of the rift holding the core crystal, but purple mist trails behind and seeps into the ground, stylized alien sci-fi style, violet crystal and teal bioluminescence, cinematic, original design, no text\\\\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/G035_cg_004__seedance20.native.mp4",
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+ "finished_at": "2026-10-19T10:32:20.510097+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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