zenstory-ai/novel-to-game

game-concept

Design game concepts from a novel. From SOURCE_BIBLE and PRODUCT_BRIEF, generate three genuinely different directions on the dimensions still unlocked, then pick the most worthwhile playable prototype using hard vetoes and explicit trade-offs. Use for what game should this novel become, compare game concepts, choose a game direction for this book, decide whether this novel should become an interactive story. 小说游戏概念设计。根据 SOURCE_BIBLE 与 PRODUCT_BRIEF 在未锁定维度上生成三个真正不同的方…

First seen Jul 18, 2026

Installation

$ npx skills add zenstory-ai/novel-to-game --skill game-concept

Summary

  • Design game concepts from a novel.
  • From SOURCE_BIBLE and PRODUCT_BRIEF, generate three genuinely different directions on the dimensions still unlocked, then pick the most worthwhile playable prototype using hard vetoes and explicit trade-offs.
  • Use for what game should this novel become, compare game concepts, choose a game direction for this book, decide whether this novel should become an interactive story. 小说游戏概念设计。根据 SOURCE_BIBLE 与 PRODUCT_BRIEF 在未锁定维度上生成三个真正不同的方案,用硬否决和?

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Not declared
Cursor Not declared
Codex Not declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 769
License LICENSE
Default branch main
Open issues 1
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 3,718 B
  • docs SUMMARY.md 722 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 224 installs

SKILL.md

游戏概念设计

决定做成什么游戏,不写代码、数值表或逐场关卡脚本。

读取 [concept-method.md](references/concept-method.md)。输入必须包含 SOURCEBIBLE.mdPRODUCTBRIEF.md;缺任一项就停止并说明缺口,不代替上游补写。

产物语言由 PRODUCT_BRIEF.md 锁定;未锁定时跟随对话语言,不默认产出中文。

决策边界

直接继承 brief 已锁的平台、输入、受众、分级、时长、目标市场和非目标;发现它们与原作明显冲突 时回总入口修订,不在概念阶段静默改值。原作语言、文化语境、目标市场和界面语言分别处理,不从 其中一个自动推出另一个。

互动叙事是成熟玩法,不因以阅读和对白承载就降低标准;它的动词可以是读局面、追问、比对信息、 表态、隐瞒、交出与承担回响。先例提供语法,原作规则负责改变动作对象、顺序、代价和世界回应, 不能只做 IP 换皮。

概念还要判断验证形态:可用成熟交互语法表达时说明“已有语法 + 原作如何改变它”;核心依赖实时手感、 空间、视线、物理或独特操作时明确走自定义灰盒。不要把文本原型当所有体验的统一前置层,也不要因有 模板可用就让模板替原作决定玩法。

三个方向

先列 brief 的锁定维度和仍开放的维度。三个方向必须在至少三项开放维度上真正不同,例如玩家身份、 子类型、核心循环、压力来源、原作选段、空间/镜头、成长关系或美术方向;已锁的主玩法不可偷换, 未锁的核心循环可以正面比较。

选择

先按 concept-method 的硬否决逐个淘汰,不计算总分,再按其比较维度选择。quick 自动选证据最强的 方向;director 给出推荐后等待用户决定。

输出

生成一个 concepts/CONCEPT.md,只含:

  1. brief 锁定值与开放维度;
  2. 三条体验支柱,各配可观察现象和失败现象;
  3. 紧凑先例说明;
  4. 三个概念卡,每张只写主类型、experienceProfile、借用/拒绝的玩法先例、3–5 个核心动词、循环、

压力、失败、世界响应,以及 playerjobrecurringjobloopresistancechainadvancementladder;仅当自然语言能体现玩家身份时写 signaturecommandidlabel 与候选 intents,否则写 N/A;最后说明原作张力如何由玩家亲手 enact、招牌画面、最小验证切片、最大风险 和否决观察;

  1. 硬否决结果、关键取舍、推荐与选择状态;
  2. 选定方向的玩家能动性合同、不可妥协体验承诺;上述五项交接字段必须独立成项;
  3. 最小验证问题与开放问题。

narrative-ledhybrid 的叙事层还要选择一种分支结构语法并说明内容预算。交接前确认选定方向 可在 brief 范围内做成完整切片。