skills/cesaraugustusgrob/exploration-creator/SKILL.md
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)
npx skillsauth add aiskillstore/marketplace exploration-creatorInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Create exploration content for SHINOBI WAY: THE INFINITE TOWER following the node-based navigation system with intel-gated path choices.
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)
| 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 |
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.
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.
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.
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.
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:
See navigation-system.md for path data structures and loop system.
Region Checklist:
Location Checklist:
Room Checklist:
See types.md for complete TypeScript interfaces.
Generate TypeScript code for new regions/locations ready to integrate into the game systems.
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