exploration-creator

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Original

English
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Translation

Chinese

Exploration System Creator

探索系统创建工具

Create exploration content for SHINOBI WAY: THE INFINITE TOWER following the node-based navigation system with intel-gated path choices.
为《SHINOBI WAY:无限之塔》创建符合节点式导航系统及情报解锁路径选择规则的探索内容。

Core Hierarchy

核心层级

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)
REGION(例如:波之国)
├── LOCATION × 10-15(例如:码头、渔村)
│   ├── 每个LOCATION包含10个ROOM(采用1→2→4→2→1的分支结构)
│   │   ├── 房间1-9:随机活动(战斗、事件、商人等)
│   │   └── 房间10:INTEL MISSION(固定为精英战斗)
│   └── PATHS(与其他地点的连接路径)
└── BOSS(最终目的地)

Key Mechanics

核心机制

MechanicDescription
Forward-OnlyCannot backtrack to previous locations (roguelike style)
Path ChoiceWith intel: choose path. Without: random destination
Intel MissionRoom 10 elite fight. Win = intel. Skip = random path
LoopsSpecial paths back to earlier locations (discovered via intel)
SecretsHidden locations unlocked by intel, items, karma, or story
机制说明
单向前进无法返回之前的地点(类Roguelike风格)
路径选择拥有情报:可自主选择路径;无情报:随机分配目的地
情报任务房间10的精英战斗。获胜=获得情报;跳过=随机分配路径
循环路径可返回至早期地点的特殊路径(通过情报解锁)
秘密内容通过情报、物品、karma(善恶值)或剧情解锁的隐藏地点

Workflow

工作流程

Step 1: Design Region

步骤1:设计区域

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 for complete region structure.
定义区域的核心特征:
typescript
const region: Region = {
  id: 'region_id',
  name: 'Region Name',
  theme: 'Narrative theme description',
  description: 'Atmospheric description',
  entryPoints: ['location_1', 'location_2'],  // 1-2个起始地点
  bossLocation: 'boss_location_id',
  lootTheme: {
    primaryElement: ElementType.WATER,
    equipmentFocus: ['speed', 'dexterity'],
    goldMultiplier: 0.8
  }
};
完整的区域结构请参考region-system.md

Step 2: Plan Locations (10-15)

步骤2:规划地点(10-15个)

Map locations with danger progression:
ColumnStageDangerLocation Count
0Entry1-21-2 locations
1Early3-42-3 locations
2Mid4-53-4 locations
3Late5-62-3 locations
4Boss71 location
Location Types:
TypeCombatMerchantRestFocus
settlement
LowYesYesStory, social
wilderness
MediumNoMaybeExploration
stronghold
HighMaybeNoHeavy combat
landmark
MediumMaybeMaybeBalanced, story
secret
VariesRareRareUnique rewards
boss
BOSSNoNoFinal encounter
See location-system.md for location data structure and terrain types.
按照危险等级递增的顺序规划地点:
层级阶段危险等级地点数量
0入门1-21-2个地点
1前期3-42-3个地点
2中期4-53-4个地点
3后期5-62-3个地点
4BOSS战71个地点
地点类型:
类型战斗强度商人休息核心内容
settlement
(定居点)
剧情、社交
wilderness
(荒野)
可选探索
stronghold
(要塞)
可选重度战斗
landmark
(地标)
可选可选平衡型、剧情向
secret
(秘密地点)
不定稀有稀有独特奖励
boss
(BOSS地点)
BOSS级最终遭遇战
地点数据结构与地形类型请参考location-system.md

Step 3: Define Room Activities

步骤3:定义房间活动

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):
ActivityWeightDescription
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.
每个地点包含10个房间,采用1→2→4→2→1的分支结构。玩家在每个地点会访问5个房间。
活动权重(仅房间1-9):
活动类型权重占比说明
combat
(战斗)
40%与该地点的敌人战斗
event
(事件)
25%带有选项的氛围类事件
merchant
(商人)
10%购买/出售物品(每个地点最多1个)
rest
(休息)
8%恢复HP/查克拉(每个地点最多1个)
treasure
(宝藏)
8%打开战利品宝箱
training
(训练)
5%永久提升属性
story_event
(剧情事件)
4%剧情树中的叙事内容
房间10固定为情报任务 - 精英战斗或BOSS战。
房间布局与连接规则请参考room-system.md

Step 4: Configure Intel Missions

步骤4:配置情报任务

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 TypeElite LevelNotes
Settlement2-3Guards, spies
Wilderness3-5Beasts, bandits
Stronghold5-7Commanders
Landmark4-5Guardians
Secret4-7Unique elites
Boss8-10Cannot skip
See intel-mission-system.md for intel rewards and boss handling.
每个地点的房间10都包含一个情报任务:
玩家到达房间10 → 战斗或跳过
├── 战斗 → 获胜 → 获得情报+战利品 → 选择下一条路径
├── 战斗 → 失败 → 游戏结束
└── 跳过 → 无奖励 → 随机分配下一条路径
精英敌人等级随地点类型缩放:
地点类型精英等级备注
定居点2-3守卫、间谍
荒野3-5野兽、山贼
要塞5-7指挥官
地标4-5守护者
秘密地点4-7独特精英敌人
BOSS地点8-10不可跳过
情报奖励与BOSS处理规则请参考intel-mission-system.md

Step 5: Map Path Network

步骤5:绘制路径网络

Define connections between locations:
Path Types:
TypeDirectionDiscoveryDescription
forward
Always visibleStandard progression
branch
Always visibleAlternative route
loop
Via intel hintReturn to earlier location
secret
Via intel/item/karmaHidden location access
boss
Always visibleFinal 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.
定义地点之间的连接关系:
路径类型:
路径类型方向解锁方式说明
forward
(前进)
始终可见标准推进路径
branch
(分支)
始终可见备选路线
loop
(循环)
通过情报提示返回至早期地点
secret
(秘密)
通过情报/物品/karma解锁隐藏地点
boss
(BOSS路径)
始终可见通往BOSS的最终路径
导航规则:
  1. 单向前进(循环路径除外)
  2. 已访问的地点会被关闭
  3. 拥有情报时,玩家可自主选择路径
  4. 无情报时,随机分配目的地
  5. 循环路径仅可使用一次
  6. 击败BOSS即完成该区域探索
路径数据结构与循环系统请参考navigation-system.md

Step 6: Validate

步骤6:验证

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.
区域检查清单:
  • 总地点数为10-15个
  • 包含1-2个入口点(isEntry: true)
  • 包含1个BOSS地点(isBoss: true)
  • 所有地点均可从入口点到达
  • 通往BOSS的路径至少有2-3条
  • 危险曲线符合:入门(1-2)→ BOSS(7)
地点检查清单:
  • 拥有唯一id与名称
  • 类型与危险等级有效
  • 包含1-3条前进路径(BOSS地点除外)
  • 已定义情报任务
  • 标记与类型匹配
房间检查清单:
  • 每个地点包含10个房间
  • 房间10为情报任务
  • 最多1个商人、最多1个休息点
  • 连接关系符合1→2→4→2→1结构
完整TypeScript接口请参考types.md

Reference Files

参考文件

  • region-system.md - Region structure and data
  • location-system.md - Location types, terrain, flags
  • room-system.md - 10-room layout and activities
  • intel-mission-system.md - Elite fights and intel rewards
  • navigation-system.md - Paths, loops, secrets
  • types.md - TypeScript type definitions
  • example-waves.md - Complete Land of Waves region
  • region-system.md - 区域结构与数据
  • location-system.md - 地点类型、地形、标记
  • room-system.md - 10房间布局与活动
  • intel-mission-system.md - 精英战斗与情报奖励
  • navigation-system.md - 路径、循环、秘密内容
  • types.md - TypeScript类型定义
  • example-waves.md - 完整的波之国区域示例

Output Format

输出格式

Generate TypeScript code for new regions/locations ready to integrate into the game systems.
生成可直接集成到游戏系统中的新区域/地点TypeScript代码。