game-art-direction
Direct game art and creative vision. Turn GAME_DESIGN into ART_DIRECTION defining a recognizable visual identity, functional visual and audio feedback, and key…
Design game experience, systems, and levels. Converge the chosen concept into one GAME_DESIGN defining the player promise, core loop, how the world responds, the systems actually needed, level pacing, feedback, failure, and a fully playable prototype. Use for design the game
$ npx -y skills add worldwonderer/novel-to-game --skill game-world-design --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/game-world-designContext preview
The summary Claude sees to decide when to auto-load this skill.
Design game experience, systems, and levels. Converge the chosen concept into one GAME_DESIGN defining the player promise, core loop, how the world responds, the systems actually needed, level pacing, feedback, failure, and a fully playable prototype. Use for design the game
name: game-world-design description: "Design game experience, systems, and levels. Converge the chosen concept into one GAME_DESIGN defining the player promise, core loop, how the world responds, the systems actually needed, level pacing, feedback, failure, and a fully playable prototype. Use for design the game world, deepen the gameplay and levels, write the game design document, design the branching story structure, scenes, dialogue and consequences. 游戏体验、系统与关卡策划。把选定概念收束为一份 GAME_DESIGN,定义玩家承诺、核心循环、世界响应、必要系统、关卡节奏、反馈、失败和可完整游玩的原型。用于设计游戏世界、深化玩法和关卡、设计互动叙事的场景对白与分支因果等需求。"
把选定概念变成可实现的玩家体验,不写世界观百科、工程方案或美术方向。
输入必须包含 `SOURCE_BIBLE.md`、已选择的 `CONCEPT.md` 和 `PRODUCT_BRIEF.md`。读取 [world-design-method.md](references/world-design-method.md);确有资源、门槛或难度时再读 [numeric-design-method.md](references/numeric-design-method.md)。
叙事实际承载体验时读取 [narrative-design-method.md](references/narrative-design-method.md), 不为所有项目强制写长篇对白。
产物语言由 `PRODUCT_BRIEF.md` 锁定;未锁定时跟随对话语言,不默认产出中文。
生成一个 `design/GAME_DESIGN.md`,保持紧凑并包含:
1. **体验与循环合同**:玩家身份、承诺、目标感受、`experienceProfile`、核心动作与循环和主要玩法先例, 以及原作如何改变动作对象、顺序、代价和世界回应; 2. **世界规则与进程**:玩家可见/隐藏信息、行动顺序、随机性、资源或持久状态及其读取点; 适合本项目的局面、能力或理解变化,以及可观察结束标记,不强套成长阶段; 3. **决策与关卡节拍**:关键局面如何要求玩家行动或取舍,玩家拥有何种因果权与结算权; 4. **反馈、失败与重开**:输入反馈、状态变化、失败原因、下次可改之处和定义初态; 5. **叙事附件**:仅在叙事实际承载体验时写场景脊柱、人物议程、知识/证词边界、持久回响、 分支汇流和结局回收;否则写 N/A; 6. **语言、文化与交接边界**:界面语言、术语、阅读顺序、内容尺度,以及交给美术和构建的玩家效果; 7. **可执行切片合同**:最大设计风险、匹配的原型形态、最小状态、动作前置/效果,以及初态、输入路径、 预期状态与反馈;随机性相关时固定 seed,知情差或事件回读相关时才补观察者与事件;若概念选择了 `signature_command`,固定 `id / label / intents / slots / validators / commit` 六组最小结构,再追加 澄清与拒绝条件、委托执行链、实际结果、证物/知情变化和到期回响; 8. **验证切片**:范围、明确非目标、完整路径和会触发设计修改的观察结果。
规则优先用短表表达,不复制成平行 JSON、go/no-go 表或第二份验收矩阵。
按 world-design-method 反向走读可执行闭环、世界回响、设计进程、重放与范围;存在叙事或专属命令时, 再按对应方法检查知识、分支、人物行动、解析候选与实际执行没有串线。只交付设计合同,不替实现选技术, 也不把趣味或平衡写成确定性 PASS。
输出交回总入口,不自行推进美术、构建或 QA。
Project page: · All ZenStory AI projects: A source-grounded novel-to-game workflow: adaptation design, target-runtime builds, and evidence-based QA. NovelToGame is an open-source Agent Skills toolkit for Claude Code, Codex, and Kimi Code.
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