Agent skill · creative production · aiskillstore

exploration-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)

Why this skill is useful

Provides a detailed framework for creating exploration content in a specific game, including node-based navigation and intel mechanics that the AI wouldn't reliably generate on its own.

What it needs

About 4k tokens when loaded. Last updated 2026-08-07. 405 stars on the source repository.

What this skill does

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 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: 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 storyevent 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. …

How to use it

Reference it in AdaL, Claude Code, Cursor or any coding agent — nothing to install:

@skills aiskillstore/exploration-creator

View the source on GitHub

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