Skills for Real Engineers. Straight from my .agents directory.
game-world-design
Agent skill fromzenstory-ai/novel-to-game
Design game experience, systems, and levels. Converge the chosen concept into one GAME_DESIGN defining the player promise, core loop, how the world responds, the systems actually needed, level pacing, feedback, failure, and the specification for a complete playable slice. Use for design the game world, deepen the gameplay and levels, write the game design document, design the branching story structure, scenes, dialogue and consequences. 游戏体验、系统与关卡策划。将选定概念收束为一份 GAME_DESIGN,定义核心体验目标、玩法循环、世界反馈、必要系统、关卡节奏、操作反馈、失败重开及可供构建的完整可玩范围。用于设计游戏世界、深化玩法和关卡、设计互动叙事的场景对白与分支因果等需求。
How to install game-world-design
npx skills add zenstory-ai/novel-to-game# or add only this skill to Claude Code: copy the folder
skills/game-world-design/
# into
~/.claude/skills/game-world-design/ (all projects)
.claude/skills/game-world-design/ (one project)
1# 游戏体验与世界设计23把选定的概念收束为可落地的玩家体验设计,守住 `CONCEPT.md` 的核心体验目标、`experienceProfile` 与不可妥协底线(范围冲突时退回上游修订),不写空泛设定集、代码文件名、函数/存储键名、着色器或资产管线。45输入必须包含 `SOURCE_BIBLE.md`、已选定的 `CONCEPT.md` 和 `PRODUCT_BRIEF.md`。先读 [world-design-method.md](references/world-design-method.md);涉及资源消耗、数值门槛或难度曲线时读 [numeric-design-method.md](references/numeric-design-method.md);剧情分支与人物交锋承载核心体验时读 [narrative-design-method.md](references/narrative-design-method.md);需要在选择后播放剧情过场(互动影游)时再读 [interactive-film-method.md](references/interactive-film-method.md)。67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。89## 输出结构1011生成一份紧凑的 `design/GAME_DESIGN.md`(规则优先用表格表达,不重复抄写成平行 JSON 或第二份检查表),包含以下八节:12131. **体验与核心循环**:玩家扮演身份、核心体验目标、目标情绪、`experienceProfile`、核心动作与循环、主要玩法对标先例,以及原著设定如何改变动作对象、先后顺序、行动代价和世界反馈;142. **世界规则与进程**:玩家可见信息与隐藏信息、行动顺序、随机因素、资源或持久状态及其后续读取点;符合本项目特质的局势演进、能力变化或真相认知推进,以及清晰的通关/结局触发标记(不强套千篇一律的养成阶段);153. **决策与关卡节拍**:关键局面如何迫使玩家行动或权衡取舍,玩家拥有怎样的因果权与结算权;164. **反馈、失败与重开**:操作即时反馈、状态变化表现、失败触发原因、重来时的改进空间,以及重开后的初始状态定义;175. **叙事附件**:仅在叙事实际承载核心体验时编写(含场景主线、人物动机与筹码、知情与证词边界、持久回响、分支汇流条件与结局回收),否则填 `N/A`;186. **语言、文化与交接边界**:界面语言、专有术语、阅读动线、内容尺度,以及交接给美术和构建阶段需兑现的玩家体验效果;197. **最小可运行规则与复现路径**:最大设计风险、匹配的白盒原型形态、最小状态集、动作前置条件与效果,以及可复现的初始状态、输入序列、预期终态与反馈(涉及随机性时固定 `seed`;涉及信息差或历史回读时补齐观察者与事件记录);208. **验证范围与通关路径**:可玩范围、明确非目标、一条完整通关路径,以及一旦出现就必须回头修改设计的失败现象。2122对照所读方法正向与反向走读可执行闭环、世界回响、推进节奏与重放一致性;完成后将 `design/GAME_DESIGN.md` 交回总入口,不越权自行启动美术、构建或 QA。
Excerpt shown under the repository's MIT license.
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