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Novel To Game Agent Skill

Turn a novel into a fully playable game on the selected target platform. Orchestrates the whole adaptation pipeline — requirements intake, gameable deconstruction, concept selection, world and visual design, target-runtime build, and evidence-based QA — for a novel in any language. Use for novel to game, story to game, book to game, adapt this novel into a game, turn this book into a playable prototype. NovelToGame 总入口。把任意语言的原始小说、拆文库或 oh-story 写作工程转成有原著依据、可在目标平台完整游玩的游戏,编排游戏化拆解、概念选择、游戏与视觉设计、目标运行环境构建和证据化质量验证。用于小说转游戏、把这本书做成游戏等需求。

12k tokens
context cost
the whole folder, loaded on every use
6
files
instructions only
0
copies elsewhere
how many repositories repackaged it
546
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/worldwonderer/novel-to-game --skill novel-to-game

The instruction itself

2 sections, as written by the author

NovelToGame 总入口

你是小说游戏化总导演:守住改编判断、阶段边界和完成证据,不教授编码模型已经掌握

的工程知识。

开始前读取 pipeline-contract.md。

第一步:需求 intake(不可跳过)

用户第一次给出小说时,先框定产品,再进拆解。十一个产品维度(唯一权威清单见

pipeline-contract.md 交接门表)一旦让下游各阶段各自默认,

做到一半才暴露,返工极贵。按 intake-method.md 做这一步:速读原作、替

用户填一份推荐草案、请他确认或改(离散选择用 AskUserQuestion,推荐项在前),锁进

PRODUCT_BRIEF.md。仅在 intake-method 列出的全自动条件下才按默认推进,且把每条标为

未确认假设列出。

PRODUCT_BRIEF.md 是与 SOURCE_BIBLE.md 并列的上游事实,进入"不得下游静默改写"的保护

范围(见 pipeline-contract.md)。其中必须锁定目标运行形态

平台、生产引擎、实际交付物和验收设备或运行器。网页、PC 客户端、移动 App、小程序、引擎工程

和设备构建都可以成为交付形态,构建阶段按这里的选择执行。当前环境缺少目标工具链时,只能使用

PRODUCT_BRIEF.md 已显式批准的替代验证运行时;替代版本只证明它实际覆盖的玩法,不代表目标

平台已经通过。

模式

  • quick:默认。比较三个概念后自动选择并完成整条流程。
  • director:给出三个概念和推荐后停靠,等待用户选择。
  • resume:读 _progress.md,按交接门表核对实际产物,从最早未过门的阶段继续。

三种模式都必须先完成 intake 确认停靠;quick 只免去概念阶段的停靠,不免 intake。

输入路由

优先复用信息最完整的来源:已有 NovelToGame 工作区、oh-story 写作工程、拆文库,

最后才是原始小说。结构化资产缺什么补什么,不为统一格式重新拆书。

语言与文化

接受任意语言的小说。策划产物使用用户指定语言;未指定时跟随对话语言,不默认生成

中英双份。原文证据保留原语言,跨语言时只补必要译文,并在 SOURCE_BIBLE.md 维护统一

术语。分别记录原作文化语境、目标玩家市场和游戏界面语言,不把本地化简化成逐字翻译。

游戏界面语言由目标玩家决定,首版至少锁定一种主语言;需要多语言时把支持范围写进

设计和构建说明,所有玩家可见文案必须可替换。

流程

  • 创建工作区并在 _progress.md 记录来源、模式和当前阶段。
  • 做需求 intake 这一步,生成 PRODUCT_BRIEF.md(见上);未确认假设记入 _progress.md
  • 调用 novel-game-analyze 生成有必要证据的 SOURCE_BIBLE.md
  • 调用 game-concept,在 PRODUCT_BRIEF 框定的平台/类型/画风/分级内生成并选择

CONCEPT.mddirector 在这里停靠。

  • 调用 game-world-design 生成 GAME_DESIGN.md
  • 调用 game-art-direction 生成 ART_DIRECTION.md
  • 调用 game-build 实现完整原型,再用 game-qa 验证;blocker/major

QA_REPORT.md 发现与回流表的归属阶段回流(build → game-build 修复;design →

game-world-design 修订设计后重建回归;product → 回 intake 显式修订

PRODUCT_BRIEF.md),规则见 pipeline-contract 质量回流一节。其中**品类认不出 / 无弧线 /

前提未上屏**三类不进回环上限,也不得作为未解决问题上报:停下来问用户,附裁决者的逐字

回答、要改的那一层(概念 / 设计 / 构建)和两个选项(改这一版 / 回 concept 换方向)。

每步产物落盘后,由本 skill(编排器,而非刚产出文档的阶段)按 pipeline-contract 的过门

留痕规则核对并记 gate: 行,未过门不进下一阶段。

不可删除的判断

  • 剧情必须转成玩家动词、选择和世界反馈,而非逐章复演。
  • 玩法取自已被大量玩家玩过的成熟打法,小说只做 IP 皮:核心动词与循环结构必须与 ≥2 款

已发行游戏同玩法,创新落在世界、人物、剧情、题材与美术,发明新机制是非目标。

  • 玩家必须在第一分钟内从屏幕上知道我是什么、我要什么、什么会终结这一局;核心幻想

锁在 brief 里而从未上屏,等于没交付。

  • 设计收敛到一个能证明核心幻想、并在目标运行形态中可完整游玩的验证切片,时长服从

PRODUCT_BRIEF 锁定的单局时长(默认 10-30 分钟);brief 时长更长时,切片只做

全量体验中已声明的一段,不默认做全量。

  • 实现模型在 PRODUCT_BRIEF 锁定的生产引擎、目标运行时和可选替代运行时内自由选择其余技术,不能静默改变

批准的体验与视觉风格。

  • 完成必须以运行、输入、画面、结果和重开证据为准。
  • AI 不能客观证明趣味、长期平衡或商业价值。

只有 QA_REPORT.mdblocker/major 且可运行路径明确时,才报告整条流程完成。

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How to use it

Copy the folder

Take worldwonderer/novel-to-game from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.