exploration-creator
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ChineseExploration 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
| 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 |
| 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:
| 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 |
|---|---|---|---|---|
| Low | Yes | Yes | Story, social |
| Medium | No | Maybe | Exploration |
| High | Maybe | No | Heavy combat |
| Medium | Maybe | Maybe | Balanced, story |
| Varies | Rare | Rare | Unique rewards |
| BOSS | No | No | Final 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 | 1-2 | 1-2个地点 |
| 1 | 前期 | 3-4 | 2-3个地点 |
| 2 | 中期 | 4-5 | 3-4个地点 |
| 3 | 后期 | 5-6 | 2-3个地点 |
| 4 | BOSS战 | 7 | 1个地点 |
地点类型:
| 类型 | 战斗强度 | 商人 | 休息 | 核心内容 |
|---|---|---|---|---|
| 低 | 有 | 有 | 剧情、社交 |
| 中 | 无 | 可选 | 探索 |
| 高 | 可选 | 无 | 重度战斗 |
| 中 | 可选 | 可选 | 平衡型、剧情向 |
| 不定 | 稀有 | 稀有 | 独特奖励 |
| BOSS级 | 无 | 无 | 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):
| Activity | Weight | Description |
|---|---|---|
| 40% | Fight enemies from location pool |
| 25% | Atmosphere event with choices |
| 10% | Buy/sell (max 1 per location) |
| 8% | Recover HP/Chakra (max 1 per location) |
| 8% | Loot chest |
| 5% | Permanent stat upgrade |
| 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 |
|---|---|---|
| 40% | 与该地点的敌人战斗 |
| 25% | 带有选项的氛围类事件 |
| 10% | 购买/出售物品(每个地点最多1个) |
| 8% | 恢复HP/查克拉(每个地点最多1个) |
| 8% | 打开战利品宝箱 |
| 5% | 永久提升属性 |
| 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 pathElite 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.
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:
| Type | Direction | Discovery | Description |
|---|---|---|---|
| → | Always visible | Standard progression |
| → | Always visible | Alternative route |
| ← | Via intel hint | Return to earlier location |
| → | Via intel/item/karma | Hidden location access |
| → | Always visible | Final path to boss |
Navigation Rules:
- Forward-only (except loops)
- Visited locations are closed
- Intel = player chooses path
- No intel = random destination
- Loops are one-time use
- 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 |
|---|---|---|---|
| → | 始终可见 | 标准推进路径 |
| → | 始终可见 | 备选路线 |
| ← | 通过情报提示 | 返回至早期地点 |
| → | 通过情报/物品/karma | 解锁隐藏地点 |
| → | 始终可见 | 通往BOSS的最终路径 |
导航规则:
- 单向前进(循环路径除外)
- 已访问的地点会被关闭
- 拥有情报时,玩家可自主选择路径
- 无情报时,随机分配目的地
- 循环路径仅可使用一次
- 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。