From novel-to-game
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、深化玩法和关卡等需求。
How this skill is triggered — by the user, by Claude, or both
Slash command
/novel-to-game:game-world-designThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
把选定概念变成可实现的玩家体验,不写世界观百科或工程方案。
把选定概念变成可实现的玩家体验,不写世界观百科或工程方案。
读取 world-design-method.md。输入必须包含
SOURCE_BIBLE.md 和已选择的 CONCEPT.md。
非玩家角色、势力和事件只设计到玩家能够感知和影响的深度。实现参数、类结构、着色器和 资产管线交给构建阶段。
生成一个 design/GAME_DESIGN.md,包含一页体验定义、类型落地、对标原则、玩家承诺、
体验支柱与证据、两层循环、类型契约、世界规则与状态、必要系统、教会/变式/组合/检验
关卡节拍、反馈与失败、最小试玩问题、范围、验收和最小游玩验证,以及受众、文化与
语言范围。规则用短表格表达,不再复制为 JSON。
完成前确认:首个有意义动作不超过 30 秒;核心机制无法被忽略;关卡通过新信息或 组合升级而非单纯加量;删除支持系统后核心循环仍成立。输出交回总入口,不自行推进 美术或构建阶段。
npx claudepluginhub worldwonderer/novel-to-game --plugin novel-to-gameGuides collaborative design exploration before implementation: explores context, asks clarifying questions, proposes approaches, and writes a design doc for user approval.
Creates structured, bite-sized implementation plans from specs or requirements before writing code. Useful for breaking down multi-step tasks into testable steps with file structure and task boundaries.
Synthesizes the current conversation into a structured spec (PRD) and publishes it to the project issue tracker with a ready-for-agent label, without interviewing the user.