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exploration-creator

by aiskillstore

Security-audited skills for Claude, Codex & Claude Code. One-click install, quality verified.

102🍴 3📅 Jan 23, 2026

SKILL.md


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

MechanicDescription
Forward-OnlyCannot backtrack to previous locations (roguelike style)
Path ChoiceWith intel: choose path. Without: random destination
Intel MissionRoom 10 elite fight. Win = intel. Skip = random path
LoopsSpecial paths back to earlier locations (discovered via intel)
SecretsHidden 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:

ColumnStageDangerLocation Count
0Entry1-21-2 locations
1Early3-42-3 locations
2Mid4-53-4 locations
3Late5-62-3 locations
4Boss71 location

Location Types:

TypeCombatMerchantRestFocus
settlementLowYesYesStory, social
wildernessMediumNoMaybeExploration
strongholdHighMaybeNoHeavy combat
landmarkMediumMaybeMaybeBalanced, story
secretVariesRareRareUnique rewards
bossBOSSNoNoFinal 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):

ActivityWeightDescription
combat40%Fight enemies from location pool
event25%Atmosphere event with choices
merchant10%Buy/sell (max 1 per location)
rest8%Recover HP/Chakra (max 1 per location)
treasure8%Loot chest
training5%Permanent stat upgrade
story_event4%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 TypeElite LevelNotes
Settlement2-3Guards, spies
Wilderness3-5Beasts, bandits
Stronghold5-7Commanders
Landmark4-5Guardians
Secret4-7Unique elites
Boss8-10Cannot skip

See intel-mission-system.md for intel rewards and boss handling.

Step 5: Map Path Network

Define connections between locations:

Path Types:

TypeDirectionDiscoveryDescription
forwardAlways visibleStandard progression
branchAlways visibleAlternative route
loopVia intel hintReturn to earlier location
secretVia intel/item/karmaHidden location access
bossAlways visibleFinal 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.

Score

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60/100

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