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exploration-creatorlisted

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)
aiskillstore/marketplace · ★ 329 · Web & Frontend · score 79
Install: claude install-skill aiskillstore/marketplace
# 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: ```typescript 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](r