1. make the palette rule one: "everything is obsidian, deep purple volcanic glass, the only light is orange lava, dark and neon". lock it hard or the model runs off into bright fantasy
2. pin the camera: "third-person, camera locked behind the hero the whole time". thats what gives it the game feel instead of random cinematic shots
3. one hero, one accent color: "a female warrior in an obsidian suit with glowing orange neon and an orange pistol, same character every frame"
4. write it like gameplay with timestamps, open mid-action: "00:00 already sprinting and firing, 00:03 a lava monster bursts out of the ground, 00:07 she opens fire, 00:12 a bigger one charges, 00:15 it explodes, hero beat". start on movement, never standing still
5. ban the defaults at the end: "no daylight, no blue sky, no game UI, no health bars, no text". this one line kills the generic look
1. 设定调色板规则:"一切皆为黑曜石,深紫色火山玻璃,唯一的光源是橙色熔岩,黑暗且带有霓虹感"。必须严格锁定,否则模型会跑偏变成明亮的奇幻风格。
2. 固定摄像机:"第三人称,摄像机始终锁定在英雄身后"。这是赋予其游戏感而非随机电影镜头感的关键。
3. 一位英雄,一种强调色:"一位身穿黑曜石套装的女战士,带有发光的橙色霓虹灯和橙色手枪,每一帧角色保持一致"。
4. 像编写游戏流程一样加入时间戳,直接从动作中开始:"00:00 已经在奔跑和射击,00:03 一只熔岩怪物从地下冲出,00:07 她开火,00:12 一只更大的怪物冲过来,00:15 它爆炸,英雄获胜"。从动作开始,绝不要静止不动。
5. 在结尾禁用默认元素:"无日光,无蓝天,无游戏 UI,无血条,无文字"。这一行指令能有效消除平庸感。
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