即梦AI肢体与动态人物穿搭
#肢体与动态#人物穿搭
中文翻译
如果GTA发生在印度会怎样 🤣
使用Seedance 2.5在@itsPolloAI上制作
提示词:
游戏系统必须可见且可运行:
视频直接捕捉自一个实际可玩的第三人称开放世界游戏。
地图系统:
创建一个连续互连的开放世界地图。
玩家从河边的加特步行进入拥挤的贫民窟小巷,穿过市场,偷走一辆摩托车并逃到河边道路上。
在左下角永久显示一个圆形小地图。
小地图必须包含:
- 玩家方向箭头
- 周围街道
- 十字路口
- 河流边界
- 附近的NPC/车辆活动
- 任务/目标标记
- 警察/搜索指示器
- 犯罪开始时的红色通缉/搜索区域
HUD:
整个游戏过程中持续显示游戏HUD:
- 生命条
- 护甲/耐力指示器
- 小地图
- 通缉星级
- 目标标记
- 交互提示
- 进入摩托车后的车辆相关UI
角色控制:
女孩必须像可玩的第三人称AAA游戏角色一样移动。
行走→停止→转身→奔跑必须具有流畅的游戏动画。
她的脚必须正确接触地面。
不得滑行。
不得漂浮。
不得有不自然的滑动。
当她接近NPC或摩托车时,游戏检测到交互并显示适当的提示。
交互系统:
靠近儿童时:
[给钱]
靠近男性NPC时:
[交谈]
靠近摩托车时:
[偷车]
当她选择摩托车交互时:
玩家角色物理性地推开/踢开车主,
车主做出反应,
玩家骑上摩托车,
启动引擎,
摄像机自动切换到标准的第三人称驾驶摄像机。
犯罪/通缉系统:
偷走摩托车后立即:
通缉 ★☆☆☆☆
撞到行人并逃跑后:
通缉 ★★☆☆☆
当警察察觉时:
通缉 ★★★☆☆
在最终追逐期间:
通缉 ★★★★☆
通缉星级必须像真正的开放世界犯罪游戏一样清晰地显示在右上角。
NPC AI:
NPC必须独立地对玩家的行为做出反应。
当摩托车被偷时:
- 车主变得愤怒
- 附近的行人看向玩家
- 一些人逃跑
- 一些人喊叫
- 一个NPC指向逃跑的玩家
- 另一个NPC打电话/报警
警察AI:
警察应积极搜索并追捕玩家。
警察摩托车沿着玩家的路线穿过印度街道。
他们的位置应出现在小地图上。
应听到警察警笛和印地语警察对话。
目标系统:
使用一个小型游戏目标/任务标记。
示例:
目标
逃离加特
→
随着玩家移动,标记在小地图上更新。
摄像机系统:
绝不使用传统电影摄像机。
行走:
第三人称角色跟随摄像机。
奔跑:
稍宽的动态第三人称摄像机。
摩托车:
第三人称车辆追逐摄像机。
战斗/踢:
短暂的自动游戏摄像机调整。
所有摄像机运动必须感觉由实际的游戏引擎/玩家摄像机控制。
连续游戏玩法:
不要让这30秒感觉像六个不相关的电影镜头。
整个序列必须是一个连续的可玩游戏会话。
当玩家在地图中移动时,环境应在空间上保持一致。
最终结果应看起来像:
一个玩家正在玩一款印度GTA风格的开放世界游戏,并且有人录制了屏幕。
#PolloAl #PolloGTA
原帖
What if GTA took place in INDIA 🤣
Made with Seedance 2.5 on @itsPolloAI
Prompt:
GAME SYSTEMS MUST BE VISIBLE AND FUNCTIONAL:
The video is captured directly from an actual playable third-person open-world game.
MAP SYSTEM:
Create one continuous interconnected open-world map.
The player physically walks from the riverside ghat into a crowded slum lane, through the market, steals a motorcycle and escapes onto the riverside road.
Show a circular minimap permanently in the bottom-left corner.
The minimap must contain:
- player directional arrow
- surrounding streets
- intersections
- river boundary
- nearby NPC/vehicle activity
- mission/objective marker
- police/search indicators
- red wanted/search zones when the crime begins
HUD:
Persistent game HUD throughout gameplay:
- health bar
- armor/stamina indicator
- minimap
- wanted stars
- objective marker
- interaction prompts
- vehicle-related UI after entering the motorcycle
CHARACTER CONTROL:
The girl must move exactly like a playable third-person AAA game character.
Walking → stopping → turning → running must have smooth game animation.
Her feet must properly contact the ground.
No gliding.
No floating.
No unnatural sliding.
When she approaches an NPC or motorcycle, the game detects the interaction and displays an appropriate prompt.
INTERACTION SYSTEM:
Near children:
[GIVE MONEY]
Near the male NPC:
[TALK]
Near motorcycle:
[STEAL BIKE]
When she selects the bike interaction:
the player character physically pushes/kicks the owner away,
the owner reacts,
the player mounts the motorcycle,
starts the engine,
and the camera automatically switches to the standard third-person driving camera.
CRIME / WANTED SYSTEM:
Immediately after stealing the motorcycle:
WANTED ★☆☆☆☆
After hitting pedestrians and escaping:
WANTED ★★☆☆☆
When police become aware:
WANTED ★★★☆☆
During the final chase:
WANTED ★★★★☆
Wanted stars must be clearly visible in the upper-right corner like a real open-world crime game.
NPC AI:
NPCs must react independently to the player's actions.
When the motorcycle is stolen:
- owner becomes angry
- nearby pedestrians look toward the player
- some people run away
- some shout
- one NPC points toward the escaping player
- another NPC calls/alerts police
POLICE AI:
Police should actively search for and pursue the player.
Police motorcycles follow the player's route through the Indian streets.
Their positions should appear on the minimap.
Police sirens and Hindi police dialogue should be heard.
OBJECTIVE SYSTEM:
Use a small game objective/mission marker.
Example:
OBJECTIVE
Escape the Ghat
→
The marker updates on the minimap as the player moves.
CAMERA SYSTEM:
Never use a conventional film camera.
Walking:
third-person character-follow camera.
Running:
slightly wider dynamic third-person camera.
Motorcycle:
third-person vehicle chase camera.
Combat/kick:
brief automatic gameplay camera adjustment.
All camera movement must feel controlled by an actual game engine/player camera.
CONTINUOUS GAMEPLAY:
Do not make the 30 seconds feel like six unrelated cinematic shots.
The entire sequence must be ONE CONTINUOUS PLAYABLE GAME SESSION.
The environment should remain spatially consistent as the player moves through the map.
The final result should look like:
A PLAYER IS PLAYING AN INDIAN GTA-STYLE OPEN-WORLD GAME AND SOMEONE HAS RECORDED THE SCREEN.
#PolloAl #PolloGTA
