Agent skill
exploration-creator
Create exploration content for SHINOBI WAY game with node-based path navigation. Use when user wants to add new regions, locations, room layouts, intel missions, path networks, or exploration mechanics. Guides through the Region→Location→Room hierarchy with intel-gated path choices. (project)
Install this agent skill to your Project
npx add-skill https://github.com/aiskillstore/marketplace/tree/main/skills/cesaraugustusgrob/exploration-creator
SKILL.md
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.
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