exploration-creator

Exploration System Creator

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Install skill "exploration-creator" with this command: npx skills add cesaraugustusgrob/shinobi-way-the-inifinite-tower/cesaraugustusgrob-shinobi-way-the-inifinite-tower-exploration-creator

Exploration System Creator

Create exploration content for SHINOBI WAY: THE INFINITE TOWER following the node-based navigation system with intel-gated path choices.

Core Hierarchy

REGION (e.g., Land of Waves) ├── LOCATION × 10-15 (e.g., The Docks, Fishing Village) │ ├── ROOM × 10 per location (1→2→4→2→1 branching) │ │ ├── Rooms 1-9: Random activities (combat, event, merchant, etc.) │ │ └── Room 10: INTEL MISSION (always elite fight) │ └── PATHS (connections to other locations) └── BOSS (final destination)

Key Mechanics

Mechanic Description

Forward-Only Cannot backtrack to previous locations (roguelike style)

Path Choice With intel: choose path. Without: random destination

Intel Mission Room 10 elite fight. Win = intel. Skip = random path

Loops Special paths back to earlier locations (discovered via intel)

Secrets Hidden locations unlocked by intel, items, karma, or story

Workflow

Step 1: Design Region

Define the region's identity:

const region: Region = { id: 'region_id', name: 'Region Name', theme: 'Narrative theme description', description: 'Atmospheric description', entryPoints: ['location_1', 'location_2'], // 1-2 starting locations bossLocation: 'boss_location_id', lootTheme: { primaryElement: ElementType.WATER, equipmentFocus: ['speed', 'dexterity'], goldMultiplier: 0.8 } };

See region-system.md for complete region structure.

Step 2: Plan Locations (10-15)

Map locations with danger progression:

Column Stage Danger Location Count

0 Entry 1-2 1-2 locations

1 Early 3-4 2-3 locations

2 Mid 4-5 3-4 locations

3 Late 5-6 2-3 locations

4 Boss 7 1 location

Location Types:

Type Combat Merchant Rest Focus

settlement

Low Yes Yes Story, social

wilderness

Medium No Maybe Exploration

stronghold

High Maybe No Heavy combat

landmark

Medium Maybe Maybe Balanced, story

secret

Varies Rare Rare Unique rewards

boss

BOSS No No Final encounter

See location-system.md for location data structure and terrain types.

Step 3: Define Room Activities

Each location has 10 rooms in a 1→2→4→2→1 branching structure. Player visits 5 rooms per location.

Activity Weights (Rooms 1-9 only):

Activity Weight Description

combat

40% Fight enemies from location pool

event

25% Atmosphere event with choices

merchant

10% Buy/sell (max 1 per location)

rest

8% Recover HP/Chakra (max 1 per location)

treasure

8% Loot chest

training

5% Permanent stat upgrade

story_event

4% Narrative from story tree

Room 10 is ALWAYS an Intel Mission - elite fight or boss.

See room-system.md for room layout and connections.

Step 4: Configure Intel Missions

Every location's Room 10 contains an Intel Mission:

Player reaches Room 10 → FIGHT or SKIP ├── FIGHT → Win → Intel + Loot → CHOOSE next path ├── FIGHT → Lose → Game Over └── SKIP → No rewards → RANDOM next path

Elite scaling by location type:

Location Type Elite Level Notes

Settlement 2-3 Guards, spies

Wilderness 3-5 Beasts, bandits

Stronghold 5-7 Commanders

Landmark 4-5 Guardians

Secret 4-7 Unique elites

Boss 8-10 Cannot skip

See intel-mission-system.md for intel rewards and boss handling.

Step 5: Map Path Network

Define connections between locations:

Path Types:

Type Direction Discovery Description

forward

→ Always visible Standard progression

branch

→ Always visible Alternative route

loop

← Via intel hint Return to earlier location

secret

→ Via intel/item/karma Hidden location access

boss

→ Always visible Final path to boss

Navigation Rules:

  • Forward-only (except loops)

  • Visited locations are closed

  • Intel = player chooses path

  • No intel = random destination

  • Loops are one-time use

  • Boss completes region

See navigation-system.md for path data structures and loop system.

Step 6: Validate

Region Checklist:

  • 10-15 locations total

  • 1-2 entry points (isEntry: true)

  • 1 boss location (isBoss: true)

  • All locations reachable from entry

  • Multiple paths to boss (2-3 minimum)

  • Danger curve: Entry (1-2) → Boss (7)

Location Checklist:

  • Unique id and name

  • Valid type and danger level

  • 1-3 forward paths (except boss)

  • Intel mission defined

  • Flags match type

Room Checklist:

  • 10 rooms per location

  • Room 10 = intel_mission

  • Max 1 merchant, max 1 rest

  • Connections follow 1→2→4→2→1

See types.md for complete TypeScript interfaces.

Reference Files

  • region-system.md - Region structure and data

  • location-system.md - Location types, terrain, flags

  • room-system.md - 10-room layout and activities

  • intel-mission-system.md - Elite fights and intel rewards

  • navigation-system.md - Paths, loops, secrets

  • types.md - TypeScript type definitions

  • example-waves.md - Complete Land of Waves region

Output Format

Generate TypeScript code for new regions/locations ready to integrate into the game systems.

Source Transparency

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