Why Use This This skill provides specialized capabilities for aiskillstore's codebase.
Use Cases Developing new features in the aiskillstore repository Refactoring existing code to follow aiskillstore standards Understanding and working with aiskillstore's codebase structure
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Updated At Jan 19, 2026, 04:39 AM
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---
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:
```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](references/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](references/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](references/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](references/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](references/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](references/types.md) for complete TypeScript interfaces.
## Reference Files
- [region-system.md](references/region-system.md) - Region structure and data
- [location-system.md](references/location-system.md) - Location types, terrain, flags
- [room-system.md](references/room-system.md) - 10-room layout and activities
- [intel-mission-system.md](references/intel-mission-system.md) - Elite fights and intel rewards
- [navigation-system.md](references/navigation-system.md) - Paths, loops, secrets
- [types.md](references/types.md) - TypeScript type definitions
- [example-waves.md](references/example-waves.md) - Complete Land of Waves region
## Output Format
Generate TypeScript code for new regions/locations ready to integrate into the game systems.