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Prompt 252 · @ivanka_humeniuk
@ivanka_humeniuk · 3 个输入参考素材
Use @Image 1 for the character and the menu interface style. Use @Image 2 for the game world and the in-game HUD style. Use @Image 3 as the source for every item thumbnail shown inside the panels — its left column holds the three outfits, its centre column holds the three hairstyles, its right column holds the three weapons, each in that exact order top to bottom. One continuous shot, no cuts. The camera moves smoothly and constantly. Every panel stays fully inside the frame, positioned to the right of the character and large enough to read clearly. [0–2 seconds] Wide shot matching @Image 1, camera drifting slowly forward. The Mona Lisa character stands in the dark candlelit hall in her olive velvet gown and sheer veil, hands folded, still. She blinks once, slowly. The gold cursor travels down the right-hand menu across PLAY and onto WARDROBE, each button flaring gold as it passes. The cursor clicks WARDROBE with a sharp gold burst. [2–5.5 seconds] Ease in slightly, holding a full-body framing. A WARDROBE panel slides in on the right, filling the right third of frame — a vertical column of three ornate gold-framed slots carrying the three outfit thumbnails from the left column of @Image 3, in that exact order: blue brocade gown at the top, crimson silk gown in the middle, black leather set at the bottom. The selector highlights the top slot and her gown becomes the deep blue brocade court gown. The selector drops to the middle slot and her gown becomes the crimson silk gown with the boned corset. The selector drops to the bottom slot and locks: her long skirt dissolves upward in gold particles and reassembles as fitted black leather shorts, the bodice tightens into a cropped black leather top laced across the chest with gold cord, thigh-high black leather boots build up her legs plate by plate, and slim gold vambraces snap onto both forearms. [5.5–8.5 seconds] Rise smoothly to a medium shot from the waist up, keeping the panel column fully visible beside her. An APPEARANCE panel slides in on the right in the same position and size, carrying the three hairstyle thumbnails from the centre column of @Image 3, in that exact order: veiled waves at the top, coiled braid crown in the middle, high ponytail at the bottom. The selector highlights the middle slot and her hair winds itself up into the coiled braid crown threaded with gold chain. The selector drops to the bottom slot and locks: the sheer veil dissolves into gold particles and clears frame, her waves sweep upward and gather high on the crown into a long full ponytail bound with a gold cuff, the tail falling heavy behind her shoulder and swinging once as it settles. Her face stays exactly as it is throughout — the same serene gaze and the same faint closed-lip smile. [8.5–11 seconds] Ease down to a medium shot showing her from the hips up with both hands in frame, the panel column still fully visible beside her. An ARMOURY panel slides in on the right in the same position and size, carrying the three weapon thumbnails from the right column of @Image 3, in that exact order: crossed twin daggers at the top, war axe in the middle, gold-hilted duelling sword at the bottom. The selector highlights the top slot and two matched daggers assemble from gold particles, one in each hand. The selector drops to the middle slot and they break apart and reform as the broad war axe held across her body. The selector drops to the bottom slot and locks: the axe dissolves and the slender duelling sword builds itself in her right hand piece by piece — the swept gold hilt forming first, then the long polished steel blade extending outward with a bright ring. She lowers it to her side, point down. [11–12.5 seconds] Pull back smoothly to a full-body shot. A CONFIRM button flashes gold at frame centre and the cursor clicks it. Every panel collapses inward and vanishes. A LOADING bar sweeps in along the bottom and races from 0% to 100%. The dark hall brightens as warm golden daylight bleeds in from the left and the shadows retreat. [12.5–15 seconds] The world loads in around her: the sunlit Florence street from @Image 2 assembles outward from her feet — pale stone paving, ochre buildings, striped market awnings, hanging banners, townspeople walking, the cathedral dome rising at the end of the road under a pale blue morning sky. The camera swings around behind her and settles into a third-person gameplay position at her shoulder. The HUD fades in exactly as in @Image 2: CURRENT TASK reading REACH THE CATHEDRAL at upper left, circular minimap upper right, health and stamina meters lower left, weapon slot lower right showing the sword icon, and a large gold diamond quest marker floating above the road ahead. She stands with her back fully to camera, ponytail swinging, sword at her side, and takes her first step forward down the street. AUDIO — a game interface soundscape where every selection is loud and unmistakable: The interface sounds sit forward in the mix and are the clearest element in the piece. Every cursor hover fires a bright short gold chime. Every click lands as a hard mechanical thunk with a metallic tail, sharp and percussive, immediately audible. Every selector step down a row snaps with a crisp tick. Every panel slides in on a parchment whoosh and closes on a wooden clack. Under this, open on the quiet hush of a stone hall with a low candle-flame crackle and a soft sustained lute drone. Each outfit change carries a rush of cloth and a fine shimmer of particles; the leather build adds creaking hide and small metal snaps. The hair change is a soft sweep finishing on one gold cuff click. Each weapon assembly is sharp metal on metal, the sword finishing on a long bright blade ring. CONFIRM lands on a full resonant gold chime. The loading bar hums and rises in pitch as it fills. At 12.5 seconds the hall reverb drops away and the open street opens up: distant market chatter, birdsong, a cart wheel, footsteps on stone, warm Renaissance strings and lute swelling underneath. Ends on her boot striking the paving. Do not imitate an existing melody. Full speed throughout with no slow motion. Her face, gaze and faint closed-lip smile stay identical across every beat. All interface text in English, correctly spelled, every glyph crisp and legible.