game-world-design

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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 a fully playable prototype. 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。把选定概念收束为一份 GAME_DESIGN,���义玩家承诺、核心循环、世界响应、必要系统、关卡节奏、反馈、失败和可完整游玩的原型。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。

Web & Frontend 775 stars 109 forks Updated 3 days ago MIT

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Quality Score: 92/100

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70
Documentation 15%
100
Issue Health 10%
50
License 10%
100
Description 5%
100

Skill Content

# 游戏体验与世界设计 把选定概念变成可实现的玩家体验,不写世界观百科、工程方案或美术方向。 输入必须包含 `SOURCE_BIBLE.md`、已选择的 `CONCEPT.md` 和 `PRODUCT_BRIEF.md`。读取 [world-design-method.md](references/world-design-method.md);确有资源、门槛或难度时再读 [numeric-design-method.md](references/numeric-design-method.md)。 `narrative-led` 或 `hybrid` 的叙事层同读 [narrative-design-method.md](references/narrative-design-method.md) 与 [dialogue-design-method.md](references/dialogue-design-method.md)。需要玩家可见文案时按 [game-writing-craft.md](references/game-writing-craft.md) 统一声口,不为所有项目强制写长篇对白。 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。 ## 设计原则 - 保护 CONCEPT 的玩家承诺、`experienceProfile` 和不可妥协项;发现范围冲突时回上游修订。 - 只保留一个核心系统、最多两个支持系统;删除后不影响核心循环的内容不要升格为系统。 - 规则写成玩家动作 → 状态变化 → 世界反馈 → 后续选择,不用背景设定代替可玩因果。 - 用“教会 → 变式 → 组合 → 检验 → 命运回收”组织最小切片;默认 10–30 分钟且不超过 brief 时长。 - NPC、势力、资源和历史只设计到玩家能感知、利用或改变的深度。 - 不写文件名、函数、存储键、测试脚本、着色器或资产管线;实现结构由构建阶段决定。 ## 输出合同 生成一个 `design/GAME_DESIGN.md`,保持紧凑并包含: 1. **体验合同**:玩家身份、承诺、目标感受、`experienceProfile` 与首分钟目标; 2. **核心动词与循环**:3–5 个动词、短循环、长循环、主要玩法先例,以及原作如何改变动作对象、 顺序、代价和世界回应; 3. **世界规则与必要系统**:玩家可见/隐藏信息、行动顺序、随机性、资源或持久状态及其读取点; 4. **成长与三段弧**:探索、成长、成熟阶段新增的参与手段、可达空间或局面,以及可观察结束标记; 5. **代表性决策**:用一个场景证明最优选择会随局面翻转,并写清因果权与结算权; 6. **空间、镜头与关卡节拍**:路线、地标、压力、教学、组合和检验如何制造选择; 7. **反馈、失败与重开**:输入反馈、状态变化、失败原因、下次可改之处和定义初态; 8. **叙事附件**:仅在叙事实际承载体验时写场景脊柱、人物议程、知识/证词边界、持久回响、 分支汇流和结局回收;否则写 N/A; 9. **语言、文化与交接边界**:界面语言、术语、阅读顺序、内容尺度,以及交给美术和构建的玩家效果; 10. **可执行切片合同**:最大设计风险、与风险匹配的原型形态、最小状态面、关键动作的前置/效果/观察者、 会被后续读取的事件,以及固定初态、seed、输入序列、预期状态与反馈;若概念选择了 `signature_...

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Author
worldwonderer
Repository
worldwonderer/novel-to-game
Created
1 months ago
Last Updated
3 days ago
Language
Markdown
License
MIT

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game-world-design

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 a fully playable prototype. 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。把选定概念收束为一份 GAME_DESIGN,定义玩家承诺、核心循环、世界响应、必要系统、关卡节奏、反馈、失败和可完整游玩的原型。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。

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