zhangyi-narrative
De la autor
张翼叙事设计:叙事即机制的判别与落地、角色塑造(角色意志)、世界观与命名纪律、剧本结构与信息释放节奏、叙事仪式感与工程化。输出叙事裁决书。Use when the user writes game story/plot, designs characters or worldview, names things in the game, structures scripts/dialogue, or asks how narrative and gameplay fit together. 用户写剧情、设计角色或世界观、给游戏事物命名、排剧本结构、或纠结叙事与玩法怎么结合时使用。
Instalare
npx skills add aph199686/zhangyi-studio --skill zhangyi-narrative -a claude-code
Se instalează în .claude/skills/zhangyi-narrative/ · Fiecare comandă descarcă skill-ul direct de pe GitHub cu utilitarul open source skills.
Identic octet cu octet cu commit-ul scanat, cu licența depozitului și un fișier SOURCE.txt.
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Verificări de siguranță pe SKILL.md
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De ce 83
aiqbench calculează scorul de încredere din semnale publice. Nu este un audit de securitate, așa că citește un skill înainte să-l instalezi.
Skill-uri similare
Cele mai apropiate de acesta prin ce fac și când sunt folosite.
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- zhangyi-systemsaph199686/zhangyi-studio张翼机制与系统设计:核心循环细化、新机制评审过闸、数值纪律与平衡裁决。每个机制必须回答'解决哪个病灶'、区分'强化内核还是堆系统'、推演诱发的玩家行为与情绪,输出系统裁决书。Use when the user designs mechanics/systems, tunes numbers or balance, evaluates adding a new mechanic, designs core loop details, or asks whether a feature is worth building. 用户设计机制与系统、调数值做平衡、纠结加不加某个机制、细化核心循环、或问某个功能值不值得做时使用。Altele★ 119
- zhangyi-kickoffaph199686/zhangyi-studio张翼立项立意:从零点子、单一玩法或已有方案进入设计,先给可反应的概念草案,再推导病灶与支柱、比较方案并形成裁决。Use when the user wants to make a game but has no clear idea, has only one mechanic or theme, wants to choose a game direction, define core gameplay, analyze references, or evaluate an early concept. 用户想做游戏却没想好、只想好一个怎么玩的点、已有部分约束、选方向或评估早期创意时使用。Altele★ 119
- storytellingbergside/awesome-design-skillsNarrative-driven design using visuals, copy, and interaction to guide users through engaging, emotionally resonant journeys.Design★ 3.3K
- game-world-designzenstory-ai/novel-to-gameDesign game experience, systems, and levels. Converge the chosen concept into one GAME_DESIGN defining the player promise, core loop, how the world responds, the systems actually needed, level pacing, feedback, failure, and the specification for a complete playable slice. Use for design the game world, deepen the gameplay and levels, write the game design document, design the branching story structure, scenes, dialogue and consequences. 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、失败及可供构建的完整切片设计。用于设计游戏世界、深化玩法和关卡、设计互动叙事的场景对白与分支因果等需求。Design★ 923
- game-storytellingericrisco/rsc-harnessUse when a game's story is the work: premise and pillars, branching topology, meaningful choice, dialogue state, quests, environmental storytelling, ludonarrative harmony. Author portable — engine wiring is `godot`/`unity`/`unreal`. NOT the mechanics and economy the story serves (that is `game-design`), NOT level layout (that is `level-design`).Design★ 272
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