Improve camera angle diversity and pose variation in card prompts
This commit is contained in:
@@ -47,7 +47,7 @@ The game art direction is adult-oriented multi-world pinup:
|
||||
- Medium through defeated stages may show clear combat-pain reactions from abdominal hits: gasping open mouth, hunched posture, labored breathing, tears, and small saliva/drool details. These must read as combat injury reactions, not sexual acts or fetish framing.
|
||||
- High-damage stages should make the combat feel intense through missing or destroyed hand, foot, shoulder, abdomen, hip, and torso armor/clothing. Strong adult damaged-costume presentation should be used wherever possible, and the composition should be built to show it clearly.
|
||||
- Adult pinup body language is strongly encouraged when it remains framed as battle damage, defeat, or damaged-costume card art. Use arched backs, twisted torsos, hip-forward stances, side-back views, exposed-leg kneeling, strained chest/shoulder posture, damaged-costume torso silhouettes, and defeated poses that emphasize mature curves. Do not depict intimate acts, penetration, minors, gore, or explicit closeups.
|
||||
- Do not keep every card as a straight front shot. Use camera variety across stages: front/three-quarter for baseline, side or twisted side for abdomen impacts, and rear three-quarter or side-back views for heavy damage and defeated art when it helps show shoulder, back, cloak, and armor destruction.
|
||||
- Do not keep every card as a frontal shot. Use camera variety across stages: side and low/high combinations for baseline, twisted side or side-back for abdomen impacts, and rear/low/high angles for heavy damage and defeated art when it helps show shoulders, back, cloak, and armor destruction.
|
||||
- For each character, force low-angle or high-angle framing somewhere in every consecutive damage-set. Stages should not read as a mirrored front-facing sequence even when same movement language is used.
|
||||
|
||||
All damage-state art must use adult characters only. Intimate acts, penetration, childlike characters, and gore are out of scope; adult-only damaged-costume presentation, adult pinup posing, mature body language, and visible non-sensitive body areas are allowed and encouraged when framed as battle damage, defeat, or damaged-costume card art. Do not make the roster feel like a teen-safe or modest game; high-damage cards should read unmistakably as adult-only card art while remaining non-explicit.
|
||||
|
||||
@@ -15,8 +15,8 @@
|
||||
"damageCoverage": "all outfit and armor zones are intact and clean; no damage distribution is needed at this stage",
|
||||
"protectedZoneDamage": "no protected-zone damage yet; chest armor or bodice, hip armor, rear skirt or coat panels, and seat armor are intact before combat",
|
||||
"baseLayerDamage": "no base-layer damage yet; support underlayers, bodysuit panels, and lower coverage panels are intact before combat",
|
||||
"camera": "front three-quarter or low-angle front view for clear character identity",
|
||||
"cameraConstraint": "camera choice should include side/rear/low/high rotations across the deck so not every card looks frontal."
|
||||
"camera": "low-angle side-front or three-quarter side-forward view for clear character identity without flat frontal dominance",
|
||||
"cameraConstraint": "camera choice should include side/rear/low/high rotations across the deck so not every card uses direct frontal framing."
|
||||
},
|
||||
{
|
||||
"stage": 1,
|
||||
@@ -32,8 +32,8 @@
|
||||
"damageCoverage": "light damage should be distributed across at least three visible zones, such as a shoulder strap, sleeve or glove, waist edge, thigh guard, boot guard, visor, or small accessory, so no single isolated tear carries the whole stage",
|
||||
"protectedZoneDamage": "light damage may include small scuffs, dents, or loosened fasteners on chest armor or bodice edges, hip armor, rear skirt or coat panels, or seat armor, while preserving opaque coverage and keeping the adult pinup combat context clear",
|
||||
"baseLayerDamage": "light damage may scuff or loosen visible support underlayers, bodysuit edges, or lower coverage seams, but they mostly remain intact at this stage",
|
||||
"camera": "three-quarter front or low/high mixed angle, enough to show both face and first armor damage",
|
||||
"cameraConstraint": "avoid pure straight-on front framing when possible; prioritize side, rear, low-angle, or high-angle with one readable front pass only."
|
||||
"camera": "low/high/side mixed angles, enough to show both face and first armor damage without repeated frontal read",
|
||||
"cameraConstraint": "avoid pure straight-on front framing when possible; prioritize side, rear, low-angle, or high-angle with frontal only if readability is essential."
|
||||
},
|
||||
{
|
||||
"stage": 2,
|
||||
@@ -50,7 +50,7 @@
|
||||
"protectedZoneDamage": "medium damage must not avoid torso or rear-body gear: chest armor or bodice panels, side armor edges, hip plates, rear waist plates, seat armor, back skirt panels, or coat tails should show cracks, torn seams, dents, missing outer trim, or broken straps, while opaque remnants preserve required coverage",
|
||||
"baseLayerDamage": "medium damage must not leave support layers, suit liners, lower wraps, or other coverage underlayers looking pristine; show scuffed fabric, torn edges, stretched seams, snapped trim, soot, dents in reinforced liners, and uneven deformation while opaque coverage remains. If the image reads like clean replacement coverage or teen-safe re-covering after the outer gear breaks, it fails",
|
||||
"camera": "side view, strong three-quarter, or low-angle side frame to keep shoulder and abdomen damage visible",
|
||||
"cameraConstraint": "must not be primarily straight front. Keep side/rear/low/high angles dominant; front only as secondary continuity pass."
|
||||
"cameraConstraint": "must not be primarily straight front. Keep side/rear/low/high angles dominant; frontal only when continuity breaks otherwise."
|
||||
},
|
||||
{
|
||||
"stage": 3,
|
||||
@@ -66,7 +66,7 @@
|
||||
"damageCoverage": "heavy damage must be full-body and balanced: headgear or visor, shoulders, chest armor or bodice, back or cloak, sleeves, gloves, abdomen, waist, hips, thighs, knees, boots, and weapon accessories should all show cracks, tears, missing outer plates, scuffs, or deformation; avoid leaving any major region pristine while another region is over-destroyed",
|
||||
"protectedZoneDamage": "heavy damage must visibly affect torso and rear-body equipment too: dented or split chest armor, torn bodice seams, damaged torso straps, cracked side armor edges, broken hip plates, torn rear skirt or coat panels, crushed seat armor, and snapped rear waist fasteners should be present as combat damage with adult pinup appeal; never leave torso or rear/hip regions unusually pristine compared with the rest of the body",
|
||||
"baseLayerDamage": "heavy damage must visibly affect support underlayers and coverage panels too: support pieces, suit liners, lower wraps, and coverage panels should be torn, scuffed, warped, soot-marked, strap-broken, or partially covered by broken armor remnants. In this stage they should read as battered opaque remnants, not clean replacement coverage; they must still preserve non-explicit opaque coverage",
|
||||
"camera": "dramatic low-angle side, rear three-quarter, or over-the-shoulder angle while keeping face partially visible",
|
||||
"camera": "dramatic low-angle side/rear combination, high-angle recoil moments, or over-the-shoulder brutality while keeping face partially visible",
|
||||
"cameraConstraint": "intentionally use low-angle or side/rear framing for brutality; limit frontal composition unless needed for continuity."
|
||||
},
|
||||
{
|
||||
|
||||
File diff suppressed because one or more lines are too long
@@ -63,9 +63,9 @@ function damageSpec(stage) {
|
||||
baseLayerDamage:
|
||||
"no base-layer damage yet; support underlayers, bodysuit panels, and lower coverage panels are intact before combat",
|
||||
camera:
|
||||
"front three-quarter or low-angle front view for clear character identity",
|
||||
"low-angle side-front or three-quarter side-forward view for clear character identity without flat frontal dominance",
|
||||
cameraConstraint:
|
||||
"camera choice should include side/rear/low/high rotations across the deck so not every card looks frontal.",
|
||||
"camera choice should include side/rear/low/high rotations across the deck so not every card uses direct frontal framing.",
|
||||
},
|
||||
{
|
||||
label: "light-damage",
|
||||
@@ -91,9 +91,9 @@ function damageSpec(stage) {
|
||||
baseLayerDamage:
|
||||
"light damage may scuff or loosen visible support underlayers, bodysuit edges, or lower coverage seams, but they mostly remain intact at this stage",
|
||||
camera:
|
||||
"three-quarter front or low/high mixed angle, enough to show both face and first armor damage",
|
||||
"low/high/side mixed angles, enough to show both face and first armor damage without repeated frontal read",
|
||||
cameraConstraint:
|
||||
"avoid pure straight-on front framing when possible; prioritize side, rear, low-angle, or high-angle with one readable front pass only.",
|
||||
"avoid pure straight-on front framing when possible; prioritize side, rear, low-angle, or high-angle with frontal only if readability is essential.",
|
||||
},
|
||||
{
|
||||
label: "medium-damage",
|
||||
@@ -121,7 +121,7 @@ function damageSpec(stage) {
|
||||
camera:
|
||||
"side view, strong three-quarter, or low-angle side frame to keep shoulder and abdomen damage visible",
|
||||
cameraConstraint:
|
||||
"must not be primarily straight front. Keep side/rear/low/high angles dominant; front only as secondary continuity pass.",
|
||||
"must not be primarily straight front. Keep side/rear/low/high angles dominant; frontal only when continuity breaks otherwise.",
|
||||
},
|
||||
{
|
||||
label: "heavy-damage",
|
||||
@@ -147,7 +147,7 @@ function damageSpec(stage) {
|
||||
baseLayerDamage:
|
||||
"heavy damage must visibly affect support underlayers and coverage panels too: support pieces, suit liners, lower wraps, and coverage panels should be torn, scuffed, warped, soot-marked, strap-broken, or partially covered by broken armor remnants. In this stage they should read as battered opaque remnants, not clean replacement coverage; they must still preserve non-explicit opaque coverage",
|
||||
camera:
|
||||
"dramatic low-angle side, rear three-quarter, or over-the-shoulder angle while keeping face partially visible",
|
||||
"dramatic low-angle side/rear combination, high-angle recoil moments, or over-the-shoulder brutality while keeping face partially visible",
|
||||
cameraConstraint:
|
||||
"intentionally use low-angle or side/rear framing for brutality; limit frontal composition unless needed for continuity.",
|
||||
},
|
||||
@@ -184,11 +184,11 @@ function damageSpec(stage) {
|
||||
}
|
||||
|
||||
const CAMERA_ORIENTATION_PLAN = {
|
||||
normal: ["front", "side", "low", "high", "rear"],
|
||||
"light-damage": ["low", "front", "side", "rear", "high"],
|
||||
"medium-damage": ["side", "rear", "low", "high", "front"],
|
||||
"heavy-damage": ["rear", "side", "low", "high", "front"],
|
||||
defeated: ["rear", "side", "high", "low", "rear"],
|
||||
normal: ["side", "low", "rear", "high", "side"],
|
||||
"light-damage": ["low", "side", "high", "rear", "low"],
|
||||
"medium-damage": ["side", "rear", "high", "low", "side"],
|
||||
"heavy-damage": ["rear", "low", "high", "side", "rear"],
|
||||
defeated: ["rear", "high", "low", "side", "rear"],
|
||||
};
|
||||
|
||||
const CAMERA_VARIANTS = {
|
||||
@@ -331,15 +331,15 @@ const CAMERA_VARIANTS = {
|
||||
|
||||
const CAMERA_ORIENTATION_RULES = {
|
||||
normal:
|
||||
"Use one angle from front/side/rear/low/high per render, and avoid pure straight-on framing when possible.",
|
||||
"Use one angle from side/rear/low/high per render; only use straight-front when the character identity cannot be preserved.",
|
||||
"light-damage":
|
||||
"Prioritize side, rear, low-angle, or high-angle framing. Use front only when the character identity needs a direct read.",
|
||||
"Prioritize side, rear, low-angle, or high-angle framing; use frontal only when the character identity fails without it.",
|
||||
"medium-damage":
|
||||
"Use energetic side/rear/low/high framing; keep front as a secondary option only for clarity.",
|
||||
"Use energetic side/rear/low/high framing; keep frontal only as a continuity exception.",
|
||||
"heavy-damage":
|
||||
"Prioritize low-angle, side, high-angle, and rear framing to emphasize impact chaos.",
|
||||
defeated:
|
||||
"Prioritize side/back/low/high framing for collapse and pain continuity; avoid frontal composition unless necessary.",
|
||||
"Prioritize side/back/low/high framing for collapse and pain continuity; avoid frontal composition unless continuity breaks.",
|
||||
};
|
||||
|
||||
const POSE_ORIENTATION_VARIANTS = {
|
||||
@@ -623,7 +623,7 @@ function promptFor(character, stage) {
|
||||
`Personality and pose: ${character.personality}; ${character.pose}; ${spec.poseNote}; ${poseModifier}.`,
|
||||
`Facial expression: ${spec.expression}.`,
|
||||
`Camera/view variation: ${camera.orientation} angle. Composition directive: ${camera.phrase}.`,
|
||||
"Across the character's five damage stages, explicitly rotate between front, side, rear, low-angle, and high-angle views. Do not fallback to default straight-front framing.",
|
||||
"Across the character's five damage stages, rotate between side, rear, low-angle, and high-angle views as the primary framing, and only use frontal composition when the identity requires it.",
|
||||
`Camera constraint: ${CAMERA_ORIENTATION_RULES[spec.label] ?? CAMERA_ORIENTATION_RULES.normal}`,
|
||||
`Adult visual appeal: ${character.appealFocus}; ${adultAppeal}.`,
|
||||
`Scene/backdrop: ${character.scene}; ${elementName} elemental atmosphere; no other characters.`,
|
||||
|
||||
Reference in New Issue
Block a user