算法艺术创作
algorithmic-art
通过代码和可调参数创作生成艺术与交互式视觉效果。
book-game【设计与创意】Game narrative craft reference: branching architecture, quest design, dialogue systems, lore bible, player agency, and game-writing AI tells. Read by all agents on game scenarios, visual novels, and interactive fiction.
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The reader is a player. They act, and the story must answer. A game script that reads well but ignores the player's hands is a screenplay with buttons.
Per quest: ID, title, hook (why the player cares), prerequisites (flags, items, relationships), steps (3-7, each verifiable by the game), branch points, resolution, rewards, flags set. Quest chains: linear, hub, parallel.
The hook is narrative, not "collect five." The reward includes a change in the world the player can see.
Entries per location, character, faction, item, event, concept, rule. Fields: name, description, connections, mechanical relevance, narrative role, first appearance, flags. Consistency check before finalizing: every named thing in a quest or line exists in the bible. World rules (magic, tech, politics) are stated once and never broken without a story reason.
Core identity is constant; route-specific development varies. A companion who is warm on one route and cold on another needs a reason the player can find. Personal quests unlock on trust thresholds. Companions comment on the player's choices; silence is also a comment.
Markdown with YAML frontmatter per quest and per dialogue tree. Branching maps as Mermaid flowcharts. Dialogue as structured blocks:
### NODE guard_gate_01
**Speaker:** GUARD · **Emotion:** wary · **Condition:** !has_pass
"State your business."
- [investigate] "What happened here?" → guard_gate_02
- [push] "Let me through." → guard_gate_03 (sets: guard_hostile)
- [withdraw] (leave) → END
Deliverables per outline: overview, world bible, character bible, main quest line, side quests, dialogue trees, cutscene scripts, branching map, flag table.
Critical path works standalone; branch depth within limit with defined convergence; every choice has consequence; endings earned by patterns; every named entity in the bible; flag table complete and no orphan flags; quest steps verifiable.
The scenario document needs: world map and region maps (figure-engineer base layers from the lore bible, stylized by the illustrator), branching maps (Mermaid flowcharts from the quest data, never drawn by hand), character sheets with mechanical annotations, location key art, item and UI mock references. Character and location sheets are locked before scene art. Consistency is not optional: the art bible's constants become the studio's reference. All through /book-visuals.