Exploration System Creator
Create exploration content for SHINOBI WAY: THE INFINITE TOWER following the node-based navigation system with intel-gated path choices.
Core Hierarchy
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)
Key Mechanics
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
Workflow
Step 1: Design Region
Define the region's identity:
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.
Step 2: Plan Locations (10-15)
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
settlement
Low Yes Yes Story, social
wilderness
Medium No Maybe Exploration
stronghold
High Maybe No Heavy combat
landmark
Medium Maybe Maybe Balanced, story
secret
Varies Rare Rare Unique rewards
boss
BOSS No No Final encounter
See location-system.md for location data structure and terrain types.
Step 3: Define Room Activities
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
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.
Step 4: Configure Intel Missions
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 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.
Step 5: Map Path Network
Define connections between locations:
Path Types:
Type Direction Discovery Description
forward
→ Always visible Standard progression
branch
→ Always visible Alternative route
loop
← Via intel hint Return to earlier location
secret
→ Via intel/item/karma Hidden location access
boss
→ Always visible Final path to boss
Navigation Rules:
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Forward-only (except loops)
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Visited locations are closed
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Intel = player chooses path
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No intel = random destination
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Loops are one-time use
-
Boss completes region
See navigation-system.md for path data structures and loop system.
Step 6: Validate
Region Checklist:
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10-15 locations total
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1-2 entry points (isEntry: true)
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1 boss location (isBoss: true)
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All locations reachable from entry
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Multiple paths to boss (2-3 minimum)
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Danger curve: Entry (1-2) → Boss (7)
Location Checklist:
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Unique id and name
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Valid type and danger level
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1-3 forward paths (except boss)
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Intel mission defined
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Flags match type
Room Checklist:
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10 rooms per location
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Room 10 = intel_mission
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Max 1 merchant, max 1 rest
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Connections follow 1→2→4→2→1
See types.md for complete TypeScript interfaces.
Reference Files
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region-system.md - Region structure and data
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location-system.md - Location types, terrain, flags
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room-system.md - 10-room layout and activities
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intel-mission-system.md - Elite fights and intel rewards
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navigation-system.md - Paths, loops, secrets
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types.md - TypeScript type definitions
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example-waves.md - Complete Land of Waves region
Output Format
Generate TypeScript code for new regions/locations ready to integrate into the game systems.