7.1 KiB
PRESSING PLANT — the engine editor / prompt assembler (spec for build)
The tool that turns "describe an idea" into consistent Flow clips wired into a playable game. One editor, many game projects (Record Store Guy, Beyond Morp: The Movie: The Game, ...). Name: a pressing plant is where records get made.
Architecture (match house style: zero-build, stdlib only)
editor/server.py— python3 stdlib HTTP server. Static-serveseditor/UI + the active project dir, plus JSON API:GET /api/projects— list projects (see registry below)GET /api/project/<name>/<path>/POST .../save— read/write JSON + files inside that project only (path-traversal guarded,.json/.md/media only)POST /api/llm— proxy to LLM for the assistant (see LLM section; keeps keys server-side, avoids CORS)POST /api/flux— submit a still to MODELBEASTflux_localand poll (uses MB_TOKEN from env/.env on disk; concept art + ingredient stills stay free)POST /api/clip— accept an uploaded/downloaded Flow clip, run ffmpeg normalize (tools/postprocess.sh behaviour inline: 1280x720/24fps/h264+aac, +faststart), store toengine/clips/<scene>_<kind>.mp4, return duration
editor/index.html+editor.js+editor.css— vanilla SPA, tabs below. Reuses the game's arcade styling language so it feels like one product.
Project registry
projects.json at repo root: { "recordstoreguy": ".", "beyondmorp": "../beyondmorp" }.
A project dir must contain: production/prompts/{blocks.json,looks/,shots/},
engine/scenes.json, engine/clips/, bible/concept/. POST /api/projects/new
scaffolds that tree (this is how beyondmorp gets born; its seeder — see BEYONDMORP.md
— imports morpquest room JSONs into location blocks).
Tabs (build in this order — each is independently useful)
1. Cast & Places (blocks.json editor)
Card grid of characters and locations/sets. Each card: name, the verbatim prompt
block (textarea), and attached reference images (from bible/concept/, displayed;
"Generate still" button → /api/flux with the block + chosen look via promptc
logic; "this is the Flow ingredient" checkbox per look — tracks which ingredient
stills exist per look, warns when a shot uses a character with no ingredient for
the active look). Images can also be dragged IN (John's own refs/sketches) — they
become inputs: "Describe this into a block" button sends the image to the LLM
(vision-capable route) to draft the prompt block.
2. Map (story graph)
Node canvas (drag boxes, draw arrows — SVG, no lib): nodes = scenes, arrows =
onSuccess flow; death branches implicit. Node color = status: idea → shot-spec'd →
generated → inserted → tuned. This IS the game's structure editor: saving writes
both map.json (positions) and the scene skeletons into engine/scenes.json.
Adventure-game projects (beyondmorp) can import an existing room map as the
starting graph.
3. Shot desk (the assembler — the heart)
Left: shot list (from production/prompts/shots/). Middle: the shot JSON as a
form (world, set, characters, action sentence, camera, duration, qte windows,
kind action|death, notes). Right, live-updating:
- Compiled Flow prompt for the active look (port promptc.py's compile to JS — same blocks, identical output; keep promptc.py the CLI twin)
- Flow checklist: which ingredient stills to attach (by name, with thumbnails),
Veo tier to use (fast/quality per shot flag), "copy prompt" button, and a
"log gen" mini-form that appends to
production/SHOTLOG.csv(scene, take, credits, verdict) so the budget ledger stays honest without leaving the editor. - Alt-look preview: dropdown re-compiles the same shot in any look.
4. Ingest & QTE tuner
Drop a downloaded Flow clip onto a shot → /api/clip normalizes + names + wires it
into scenes.json → embedded <video> opens with the SAME debug timeline the engine
has (share that code): scrub, frame-step, then click-drag on the timeline to
paint each QTE window; pick input direction per window; set per-scene cueLead
(the flash-before-window; engine default CUE_LEAD, expose 0–0.5s) and per-window
cue on/off. "Test" button opens the real engine at that scene (?debug=1&scene=
— add that query param to player.js). This tab is where "insert the clips" happens.
5. Writers' room (LLM assist)
Chat panel with the project loaded as context (blocks.json + WORLDS/BEYONDMORP doc
- shot list). Modes, each returning STRICT JSON the UI applies as a diff-preview (nothing auto-saves; John approves each):
- "draft shots for this beat" → shot JSONs (action sentence, camera, windows guess)
- "draft a character/location block" (from text OR an attached image)
- "punch up deaths" → death-shot variants for a scene
LLM routing in server.py: default tailnet Ollama
http://100.69.21.128:11434/v1(qwen2.5:7b, free, fine for drafts); optionalANTHROPIC_API_KEYfrom .env for a "quality pass" button (claude-sonnet-5; vision for image→block). Prompt templates live ineditor/prompts/*.mdso John can tune the assistant's taste without code.
Consistency contract (why this produces coherent video)
Shots never contain style or character text — only ids. The compiler injects the verbatim blocks; the checklist pins which ingredient stills accompany the prompt into Flow. One place to edit a character; every future prompt inherits it. Looks stay swappable per RSG's system. The editor enforces: no compile if a referenced character/set id is missing; warn if ingredient still absent for active look.
Flow bridge (Auto-Pilot extension — UPGRADE, found 2026-07-19)
John runs a "Flow Auto-Pilot / Labs FX Integration" extension in Brave, logged into
Flow, polling a LOCAL SERVER URL (http://localhost:8017): Prompt Mode pulls
prompts from the local server into the Flow tab; DL Mode sends results back.
server.py should ALSO serve that contract on :8017 — a prompt queue fed by the Shot
desk ("send to Flow") and a download-intake routing into /api/clip. TODO first:
inspect the extension's actual request format before building. Flow also now has a
native character builder — characters there (production/flow/CHARACTERS.md)
become the primary consistency anchor; FLUX stills are their image inputs.
Flow reality check (no API)
Google Flow has no public API — generation stays manual in the browser. The editor
optimizes the human loop to: copy prompt → attach listed ingredients → gen →
download → drop file on shot. Everything else (spec, compile, log, normalize,
insert, tune, test) is automated. If Flow ever exposes an API, /api/flow slots in
next to /api/flux.
Build order for Opus
- server.py (static + save + project registry) — 2h
- Shot desk with JS compiler + copy button (immediately useful for Phase 3 style test) — first
- Cast & Places (+ /api/flux once MB_TOKEN is sorted)
- Ingest & QTE tuner (share engine debug code; add ?scene= to player.js)
- Map; 6. Writers' room (Ollama first, Claude optional) Definition of done per tab: round-trips real recordstoreguy project files with no hand-editing needed for the Phase 3 style test and Phase 5 production loop.