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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)

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SKILL.md

name exploration-creator
description 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)

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:

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 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
story_event 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.

Step 4: Configure Intel Missions

Every location's Room 10 contains an Intel Mission:

Player reaches Room 10 → FIGHT or SKIP
├── FIGHT → Win → Intel + Loot → CHOOSE next path
├── FIGHT → Lose → Game Over
└── SKIP → No rewards → RANDOM next path

Elite scaling by location type:

Location Type Elite Level Notes
Settlement 2-3 Guards, spies
Wilderness 3-5 Beasts, bandits
Stronghold 5-7 Commanders
Landmark 4-5 Guardians
Secret 4-7 Unique elites
Boss 8-10 Cannot skip

See intel-mission-system.md for intel rewards and boss handling.

Step 5: Map Path Network

Define connections between locations:

Path Types:

Type Direction Discovery Description
forward Always visible Standard progression
branch Always visible Alternative route
loop Via intel hint Return to earlier location
secret Via intel/item/karma Hidden location access
boss Always visible Final path to boss

Navigation Rules:

  1. Forward-only (except loops)
  2. Visited locations are closed
  3. Intel = player chooses path
  4. No intel = random destination
  5. Loops are one-time use
  6. Boss completes region

See navigation-system.md for path data structures and loop system.

Step 6: Validate

Region Checklist:

  • 10-15 locations total
  • 1-2 entry points (isEntry: true)
  • 1 boss location (isBoss: true)
  • All locations reachable from entry
  • Multiple paths to boss (2-3 minimum)
  • Danger curve: Entry (1-2) → Boss (7)

Location Checklist:

  • Unique id and name
  • Valid type and danger level
  • 1-3 forward paths (except boss)
  • Intel mission defined
  • Flags match type

Room Checklist:

  • 10 rooms per location
  • Room 10 = intel_mission
  • Max 1 merchant, max 1 rest
  • Connections follow 1→2→4→2→1

See types.md for complete TypeScript interfaces.

Reference Files

Output Format

Generate TypeScript code for new regions/locations ready to integrate into the game systems.