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/novel-game-analyze

Deconstruct a novel for game adaptation. Compress a raw novel, deconstruction library, or writing project into a SOURCE_BIBLE with cited textual evidence, extracting world rules, player verbs, spaces, character will, systems, and visual anchors — without inventing a genre yet.

From plugin
novel-to-game
9537 skills

Claude Code

$ npx -y skills add zenstory-ai/novel-to-game --skill novel-game-analyze --agent claude-code

SKILL.md

novel-game-analyze.SKILL.md
name: novel-game-analyze
description: "Deconstruct a novel for game adaptation. Turn a raw novel, chapter-analysis library, or writing project into a cited SOURCE_BIBLE covering main story arcs, standout conflict scenes, character relationships and agendas, dual-timeline secrets, world rules, signature spaces and props, and adaptation boundaries — without locking a game genre prematurely. Use for novel-to-game analysis, deconstruct a book for game adaptation, extract story arcs, key scenes, characters, and world rules from a novel. 小说游戏化拆书。把原始小说、拆文成果或写作工程整理成带原文出处的 SOURCE_BIBLE,拆清全书主线脉络、高光冲突桥段、人物关系与各自盘算、秘密与信息差、世界硬规矩、标志性场景器物与改编红线,不提前敲定游戏品类。用于游戏化拆书、梳理小说剧情脉络与游戏改编基础等需求。"

小说游戏化拆解

把整本小说讲了什么故事、哪几场戏最抓人、人物之间怎么较劲、这个世界按什么规矩运转拆清楚,附上可核查的原文出处,供下游选切片、定玩法和做美术,不写空泛的文学读后感,也不在此阶段提前敲定游戏品类。先读 [gameability-protocol.md](references/gameability-protocol.md)。

行文说书,用平实白描讲清情节因果、人物算盘与冲突张力,不堆砌“运行模型”“角色能动性”“状态向量”之类的系统黑话,不写“展现了实力”“气氛紧张”等空洞评语,也不把后来的结局倒推成人物早有预谋。

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。支持任意语言的原著。引用保留原文;当文档语言或游戏界面语言与原文不同时,只翻译影响决策的关键内容,并建立角色名、地名、器物和核心规则的统一术语表;原著中的礼制、称谓、宗教与叙事传统保留原有文化内涵,不替换成异域奇幻或现代类型标签。

输入与复用

1. **已有成果直接复用,缺口才翻原文**:工作区已有覆盖**全书**的拆文成果(如逐章摘要、故事线、剧情单元、人物档案与世界设定)或写作工程时,直接复用既有事实与出处,不为统一格式重读整本原文,只对缺失的器物规矩、空间细节或关键桥段定点回查;若既有资料仅覆盖开头几章或局部速览,只能辅助判断开局,补齐其余章节前不得当作读完全书进入概念选型(用户明确限定只改编某一卷或某几章时除外)。 2. **原始文本预处理**:从纯文本原著从头拆解时,先确认编码正常可读(非 UTF-8 文本先转码,防止按行切分乱码),剔除与正文重复的目录块,核对起止章回连续无漏。 3. **对接简报边界**:若已有 `PRODUCT_BRIEF.md`,按其内容尺度、核心代入感与已锁定方向排定取证重点;对已锁定方向需要但原著未成体系描写的部分,在设计留白中标明「原著无现成设定,属下游设计新增」。虚构作品中的权谋、暴力、情爱、背叛等冲突按文本事实提取因果,同时对照简报分级标出下游需谨慎改编的尺度边界。

输出

生成 `analysis/SOURCE_BIBLE.md`(只记原著事实与出处,严禁提前混入下游发明的关卡数值、界面面板或代码结构;原文直接写明的直陈并附章回或行段位置及短定位词,由多处细节合推的写明「据第 X、Y 章细节推断」,查无出处的统一标「原文未明确」),优先用紧凑表格组织以下六节:

1. **来源说明与全书覆盖**(含全书覆盖表,如 `## 全书覆盖`):写明底本版本、授权或洁本说明、总章数、已覆盖章数与缺失情况;先用几句话点明全书核心驱动力与根本矛盾,再按故事推进阶段或连续章回区间列出主线脉络(每段写清**谁起初想做什么 → 卡在什么具体阻碍 → 靠什么选择、行动或变故破局 → 局面得失与对后续的约束**,覆盖全书连续章回且不压成干瘪的地名罗列)。 2. **高光剧情桥段与名场面**:挑出全书冲突最集中、反转最妙、读者追读期待最强的关键大戏(每场写清 `章回位置 | 起因与赌注 | 双方博弈与关键反转 | 结果代价 | 改编价值`,区分适合做独立可玩切片/核心关卡还是单次剧情演出),供下游直接比选切片与编排重头戏。 3. **人物谱系、各自盘算与关系演变**:区分主角、核心对手、关键同伴/配角与功能角色,写清核心人物的身份名分、性格底色(由具体言行归纳)、想要什么、软肋忌讳、手头筹码、翻脸或让步条件及最终结局;涉及名分、座次、品级或固定队伍序列的作品,必须附人物名册表(`姓名 | 身份/次序 | 结局 | 证据位置`);关键人物关系按有向变化记录(`甲 → 乙:表面态度与真实算盘,第 X 章因何事由 A 变为 B`)。 4. **关键秘密、伏笔与信息差**(原著靠悬念、隐瞒、冒充或证词交锋推进时必填;直白推进的作品从略):对照同一真相的**客观发生时间**与**正文披露路径**(异常 → 线索 → 确认所在章回),写清读者何时知情、关键角色何时知情或误信、揭开后判断如何反转。 5. **世界硬规矩、破局手段与场景风物**:力量体系、器物法宝或社会礼法的触发条件、代价、克制、后文反例及是否仅出场一次;未锁定玩家身份时不同切入视角可触达的行动空间(已锁定时只核验该角色在书中的真实处境与手段);人物遇阻时反复采取的破局动作,主要场景的出入口、准入门槛、动线联系与潜在风险,以及原著明确写到的地标形制、器物材质、服饰、天气与声响。 6. **改编红线、文化术语表与设计留白**:使用 `条目 | 边界类型 | 证据位置` 表格划清 `immutable`(原著铁律,不可改写)、`adaptable`(可压缩调适)、`open`(原著留白,允许原创)、`conflicted`(原文前后矛盾或版本异文),单独提醒易混入的影视、戏曲评书、同人或同类网文常见但本书未载的设定误区;跨语言或含古语行话时附统一术语表(人名、地名、器物、规则)。

下游概念方向选定后,仅当所依赖的局部因果、人物外貌或时空方位缺少出处或前后出入时,才按章回位置定点回查原文并增补进 `SOURCE_BIBLE.md`(可用 `事实 | 证据位置 | 边界类型` 表格记录补证结果),不重扫全书。

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Ships withnovel-to-game

Agent skills for source-grounded novel-to-game adaptation (小说改编游戏 / story to game): cited design docs, target-runtime builds, evidence-based QA. Three playable browser examples. For Claude Code, Codex, and Kimi Code.

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novel-game-analyze installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.