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](references/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](references/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](references/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](references/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:
- 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](references/navigation-system.md) for path data structures and loop system.
Step 6: Validate
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](references/types.md) for complete TypeScript interfaces.
Reference Files
- [region-system.md](references/region-system.md) - Region structure and data
- [location-system.md](references/location-system.md) - Location types, terrain, flags
- [room-system.md](references/room-system.md) - 10-room layout and activities
- [intel-mission-system.md](references/intel-mission-system.md) - Elite fights and intel rewards
- [navigation-system.md](references/navigation-system.md) - Paths, loops, secrets
- [types.md](references/types.md) - TypeScript type definitions
- [example-waves.md](references/example-waves.md) - Complete Land of Waves region
Output Format
Generate TypeScript code for new regions/locations ready to integrate into the game systems.