Agent Skills: Exploration System 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)

UncategorizedID: aiskillstore/marketplace/exploration-creator

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pnpm dlx add-skill https://github.com/aiskillstore/marketplace/tree/HEAD/skills/cesaraugustusgrob/exploration-creator

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skills/cesaraugustusgrob/exploration-creator/SKILL.md

Skill Metadata

Name
exploration-creator
Description
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)

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:

  1. Forward-only (except loops)
  2. Visited locations are closed
  3. Intel = player chooses path
  4. No intel = random destination
  5. Loops are one-time use
  6. 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

Output Format

Generate TypeScript code for new regions/locations ready to integrate into the game systems.