| name | create-cinematic-trailer |
| description | Produce or update the CINEMATIC trailer — HUD-free camera-path takes (orbit/glide/follow), the biome tour on deep floors, the seven-biome weapon montage, loot shower, chakram follow-kill and storm orbit, word-by-word title intro and logo-walk outro; tools/cut_cinematic.sh is the EDL. Trigger for "Cinematic-Trailer", "cinematic trailer neu", "Kamerafahrt", "Biome-Tour". |
Create / update the CINEMATIC trailer
Load the create-trailer skill first — it owns the shared pipeline (shoot → encode →
cards → cut → QC → deliver) and the standing hard rules. This skill is the cinematic-specific
layer on top.
What makes a take a CINEMATIC take
- HUD OFF, two routes:
--camera "<orbit|glide|follow spec>" (replaces the player camera,
implies HUD-off) for staged shots, or --hidehud for bot-played runs where the player camera
IS the dolly (the biome tour, the weapon montage).
- The cinematic carries the biome tour and the overworld/town material — the gameplay
trailer is dungeon-only, this one is where the world gets shown.
- One visual language: the word-by-word CURSE/OF/THE/DUNGEON-ENGINE intro frames
(
store/trailer/frame_1..4), gold-wordmark mid-cards, the animated logo_walk.mp4 outro,
the OUT NOW end card. Never drawtext-on-black ("die waren cooler").
- Don't advertise on cards what can be SHOWN in action — the chakrams get a thrown disc, a
wall bounce, a kill; never a hype card.
The beat structure (v6 EDL, tools/cut_cinematic.sh)
Word intro → town glide → biome tour (dungeon → catacombs → caverns → descent → lava
flyover → void) → weapon montage (7 legendaries, ~2.2 s each, EACH IN ITS OWN BIOME — the standing rule since v7) → loot shower → stage beat →
chakram follow-kill → storm orbit → logo walk → OUT NOW. ~77 s.
Per-beat recipes
- Biome tour: bot-played
--hidehud --endgame --autoplay runs, one floor per THEME — and
on the DEEP end of each tier (7 / 18 / 25 / 9-fourstory / 31-lava / 47), because an endgame
hero on floor 3 races empty corridors and an empty corridor is not a spectacle. Trims from
scan_take.py clean windows, then eyeball: composition varies wildly on bot camera.
- Lava flyover:
--floor 31 --lava --endgame --autoplay --camera "glide:4,6,4:40,5,36:12:52,1,48"
— the gaze point sits at the glide's FAR END or the mid-flight view tips vertical; the bot
defends the cameraman.
- Town reveal:
--new warrior --town --camera "glide:22,4.5,40:22,2.2,6:11:22,1.5,2",
trim the early high sweep (~2.0–7.0) before the camera sinks into empty grass.
- Weapon montage: every weapon fights in its OWN biome (v7, Aaron: "abwechslungsreicher —
mehr Biome"): stone 3, catacombs 18, caverns 25,
--vhall 8, --lava 33, void 47,
--fourstory 9. --new warrior --floor <n> [style] --autoplay --hidehud --stage stages/eq3_<w>.txt — the eq3 stages carry the weapon PLUS the legendary armor kit (the orb
recipe's survivability trick; a fresh unarmored hero dies in seconds past floor ~12; one
death per deep take is fine — trim inside the clean windows). Fresh hero so nothing in the
bag displaces the staged gear. Seeds differ per launch — a take whose best frame is the
inside of a loot crate gets RE-ROLLED, not re-trimmed. Note: in the sealed chakram room the
bot does NOT fight (stage worlds give the brain no floor), so weapon demos must run on real
floors.
- Loot shower:
--new warrior --town --stage stages/stage_loot.txt --camera "orbit:22,20,6,12,2.6,0.6" — 56 drops (near the 64-slot world-item cap), every 6th roll
forced legendary.
- Chakram follow-kill:
--new rogue --endgame --chakram-room 1 --stage stages/stage_followkill.txt --camera "follow:2.4,0.5". --chakram-room 1 pins the lone
disc to torso height; the extras stand ON the measured path (probe run + [FOLLOW]
telemetry charted it; the room is deterministic, so the kill reproduces — verify it did:
the disc despawns and telemetry stops at the hit, ~2.3 s).
- Storm orbit (CUT from the trailer since v9, kept here as a recipe):
--new warrior --endgame --chakram-room 55 --camera "orbit:14,14,11.5,13,3.2,1.3" — single frames
undersell it, the motion carries; judge in video, not stills.
Trims and QC
Camera-path takes are deterministic from frame 0, so their trims survive re-shoots; bot-played
takes need fresh scan_take.py windows every time. Sheet the finished master once
(fps=0.8,tile=8x8) before delivering; trailing black tiles are sheet padding, not a defect.