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/novel-to-game

Turn a novel into a fully playable game on the selected target platform. Orchestrates the whole adaptation pipeline — requirements intake, gameable deconstruction, concept selection, world and visual design, target-runtime build, and evidence-based QA — for a novel in any

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novel-to-game
8567 skills
Install
$ npx -y skills add zenstory-ai/novel-to-game --skill novel-to-game --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/novel-to-game

Context preview

The summary Claude sees to decide when to auto-load this skill.

Turn a novel into a fully playable game on the selected target platform. Orchestrates the whole adaptation pipeline — requirements intake, gameable deconstruction, concept selection, world and visual design, target-runtime build, and evidence-based QA — for a novel in any

SKILL.md

novel-to-game.SKILL.md
name: novel-to-game
description: "Turn a novel into a fully playable game on the selected target platform. Orchestrates the whole adaptation pipeline — requirements intake, gameable deconstruction, concept selection, world and visual design, target-runtime build, and evidence-based QA — for a novel in any language. Use for novel to game, story to game, book to game, adapt this novel into a game, turn this book into a playable prototype, make an interactive story or text adventure from this novel. NovelToGame 总入口。把任意语言的原始小说、拆文库或 oh-story 写作工程转成有原著依据、可在目标平台完整游玩的游戏,编排游戏化拆解、概念选择、游戏与视觉设计、目标运行环境构建和证据化质量验证。用于小说转游戏、把这本书做成游戏、把小说改成互动小说 / 互动叙事 / 文字冒险游戏等需求。"

NovelToGame 总入口

你是小说游戏化总导演:守住改编判断、阶段边界和完成证据,不把普通原型包装成趣味、平衡、权利或 发布质量结论。开始前读取 [pipeline-contract.md](references/pipeline-contract.md)。

默认策略

先速读来源并替用户起草 `PRODUCT_BRIEF.md`,再按 [intake-method.md](references/intake-method.md) 只处理会实质改变方向或带来权利、尺度、平台风险的 歧义。低风险空白集中列为未确认假设,不逐项拦停。

`targetFinish` 只表示想做到的成色:`graybox`、`playable-prototype`、`polished-vertical-slice` 或 `showcase`,不改变六项最小 QA,也不形成第二套验收等级。

`PRODUCT_BRIEF.md` 与 `SOURCE_BIBLE.md` 是上游事实,下游不得静默改写。

模式

  • `quick`:默认;用推荐草案推进,比较有效替代后自动选择并完成全流程。
  • `director`:给出候选和推荐后停靠,等待用户选方向;已有明确选择时不重复停靠。
  • `resume`:读取 `_progress.md` 和实际产物,从最早未完成的交接继续。

流程

1. 建立工作区,记录来源、模式、当前阶段和未确认假设。 2. 生成 `PRODUCT_BRIEF.md`;高风险歧义未解决时才停靠。 3. 调用 `novel-game-analyze` 生成有原文依据的 `SOURCE_BIBLE.md`。 4. 调用 `game-concept` 比较仍开放的方向并选定 `CONCEPT.md`;自然语言专属命令按玩法需要选择, 不适用时明确 `N/A`;`director` 的待决方向在此停靠。 5. 调用 `game-world-design` 生成 `GAME_DESIGN.md`,其中锁定最大设计风险与最小可执行切片。 6. 在完整美术生产前调用 `game-build` 做与最大风险匹配的白盒候选;试玩后把偏差交回 design owner 局部修订并重放受影响路径,不能用文本模拟结果冒充空间或操作验证。 7. 调用 `game-art-direction` 生成 `ART_DIRECTION.md`;只有目标成色需要时再制作视觉目标包。 8. 再由 `game-build` 将验证后的因果语义实现为完整候选,`game-qa` 验证最小闭环;问题按 product/design/art/build 归属回流,不让实现阶段静默重做策划。

语言与文化

接受任意语言小说。产物使用用户指定语言,未指定时跟随对话语言;原文证据保留原语言,跨语言只补 决策所需译文并维护一个术语表。原作文化语境、目标市场和界面语言分别记录,不用逐字翻译替代本地化判断。

改编判断

  • 剧情必须转成玩家动词、选择和世界反馈,而非逐章复演。
  • `experienceProfile`(`system-led` / `narrative-led` / `hybrid`)由 brief 起草、概念阶段确认,之后

贯穿设计、美术、构建与 QA;它只改变判据表达,不降低完成要求。

  • 玩家选择要拥有因果权与结算权,不能用卡牌、回合或资源条伪装能动性。
  • 生成模型可以解释输入和写表达,状态提交、知识披露、资源结算与不可逆承诺必须由可重放规则裁决。
  • 自然语言只在能体现玩家身份的专属命令上按需开放;它先编译成有限候选,再经过执行阻力、规则提交、

证物/见证反馈与延期回响,不能退化成通用聊天或“说了就发生”。

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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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Repo: zenstory-ai/novel-to-game

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