复制安装命令
用 Codex 或 Claude 安装复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它先审查 Skill 页面再帮你安装。
复制前请先查看来源、License 和安全提示。
Turn a novel in any language into a source-grounded, fully playable game.
用 Codex 或 Claude 安装复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它先审查 Skill 页面再帮你安装。
复制前请先查看来源、License 和安全提示。
来源文件:README.md
Turn a novel in any language into a source-grounded, fully playable game.
NovelToGame is an open-source Agent Skills toolkit for Claude Code, Codex, and Kimi Code. It turns novel adaptation into a staged workflow: source analysis, concept selection, world and art direction, implementation, and runtime QA.
Bring a novel in any language and choose the target runtime. Generated artifacts follow the requested language; build and QA stay on the chosen platform instead of silently falling back to an easier substitute.
中文 · Play Online · Quick Start · Workflow · Skills · Artifacts · Contributing
Three playable adaptations, each available in a browser right now and linked to the case study behind it: source provenance, concept trade-offs, game and art direction, runnable source, and evidence from the playable paths.
One wave of a fan blew you fifty thousand li. Take the mountain back one turn at a time.
Command Wukong's party through the three borrowings of the Banana-Leaf Fan: read the five-element wheel, follow a fire-vein treasure map, decide when to press deeper or bank the haul, transform your way in where force will not work, and turn a demon king who outclasses you into a rainstorm over the Mountain of Flames.
Play in browser · Read the case study · design estimate: 45–90 min · all ages · playable prototype
Choose whose door you enter tonight. Find out whose door knocks in the morning.
Twenty days, five courtyards. Keep silver, influence, reputation, exposure, and household strain in balance; respect each woman's terms; build trust through shared crises; and face a final ledger shaped by what everyone chose and remembers.
Play in browser · Read the case study · design estimate: 60–90 min · 18+ · playable prototype
A real-time first-person 3D field-photography game adapted from Arthur Conan Doyle's The Lost World. Cross a connected plateau, observe a living Iguanodon family, expose four glass plates under aerial pressure, and return with the views that survived.
Play the full expedition on desktop, or watch the 15-second gameplay preview on other devices.
https://github.com/user-attachments/assets/27819247-4e4d-4bf0-8f0f-43d4125c4d45
Play in your browser — no install · Read the case study · Share feedback · 1–3 min run · desktop WebGL2 · playable prototype
A one-line “turn this book into a game” prompt often produces a generic reskin or a clickable plot summary. NovelToGame keeps the adaptation traceable and gives each major decision a clear owner:
| Agent CLI | Install | Invoke |
|---|---|---|
| Claude Code | npx skills add zenstory-ai/novel-to-game -g -y -a claude-code -s '*' | /novel-to-game |
| Codex | npx skills add zenstory-ai/novel-to-game -g -y -a codex -s '*' | $novel-to-game |
| Kimi Code | npx skills add zenstory-ai/novel-to-game -g -y -a kimi-code-cli -s '*' | /skill:novel-to-game |
Install adapters for all three CLIs on the same machine:
npx skills add zenstory-ai/novel-to-game -g -y -s '*' \
-a claude-code -a codex -a kimi-code-cli
Cloning the repository also enables project-local skill discovery in all three CLIs.
Give the agent a novel file, directory, or link:
Use novel-to-game quick to adapt this novel into a fully playable game.
Recommend the target platform, genre, and engine from the source, and keep the first build to about 15 minutes.
Let the player enter the world as an original character with a new playable route through its conflict.
When you want an interactive story rather than a systems game, say so. That locks the narrative-led experience profile, so concept, design, and QA judge continuous scenes, character dialogue, testimony, and key choices instead of applying rounds, cards, and resource bars:
Use novel-to-game quick to adapt this novel into an interactive story.
Carry the experience with continuous scenes, character dialogue, testimony, and key choices.
Keep variables as hidden causal tags rather than a visible stat panel.
Key choices must change later scenes, character attitudes, and the ending, and be named back in later text.
The narrative track lowers no standard: it still needs a recognizable gameplay precedent, the same three-phase arc, and the same hard vetoes. Only the expression changes -- new people to question, new ways to press a contradiction, and attitudes that shifted because of what you did earlier.
quick is the low-friction option: the agent drafts sensible defaults, asks only about materially branching or safety-sensitive choices, compares three concepts, and continues through design, build, and QA. Every project runs one minimum QA path covering real startup, rendering, input, a complete loop, an outcome, restart, and explicit limitations. It does not require a human playtest or a separate approval report. Choose director when you want to pick the concept yourself.
/plugin marketplace add zenstory-ai/novel-to-game
/plugin install novel-to-game@novel-to-game-skills
/novel-to-game:novel-to-game quick
codex plugin marketplace add zenstory-ai/novel-to-game
codex plugin add novel-to-game@novel-to-game-skills
/plugins install https://github.com/zenstory-ai/novel-to-game
/reload
/skill:novel-to-game quick
The orchestrator locks PRODUCT_BRIEF.md, then hands the adaptation through separately owned decisions. Concept, experience/level design, and art direction remain distinct. After world design, a risk-matched whitebox tests the hardest causal, systemic, spatial, or control question before art production; its findings return to the design owner rather than becoming a new QA gate.
Novel → Source analysis → Concept → World design → Risk-matched whitebox ↺ → Art direction → Production build → QA → Playable game
The whitebox runs only the narrow model/replay check needed for its declared risk. The production build targets the chosen runtime and prepares one authoritative verification entry point; QA runs it once and records the six minimum player-visible effects with real execution evidence. Capability-specific regression checks run only when that capability is actually adopted. No human-playtest gate or duplicate QA report is required. Source identity, public hosting, marketing, rights, subjective fun, and publication quality are not machine-proven by this QA record.
| Skill | Responsibility |
|---|---|
novel-to-game | Confirm requirements, choose a mode, orchestrate stage handoffs, and recover progress |
novel-game-analyze | Extract cited rules, verbs, spaces, agents, systems, and signature moments |
game-concept | Generate three materially different directions, reject invalid options, and choose one |
game-world-design | Define the player promise, core loop, world response, systems, levels, failure, and outcomes |
game-art-direction | Define camera, composition, visual grammar, colour, light, materials, HUD, motion, and sound |
game-build | Build a risk-matched whitebox, then implement the approved production candidate without redesigning it |
game-qa | Verify commands, states, screenshots, and real play paths without overstating subjective results |
Each run creates a compact, self-contained adaptation workspace:
game-adaptations/<project>/
PRODUCT_BRIEF.md
analysis/SOURCE_BIBLE.md
concepts/CONCEPT.md
design/GAME_DESIGN.md
design/ART_DIRECTION.md
build/BUILD_BRIEF.md
build/app/
qa/verification.json
_progress.md
Core design documents remain independent of any single model or game engine. The approved target runtime determines the implementation and QA environment.
Reproducible bugs, skill gaps backed by evidence, and example proposals that demonstrate a distinct adaptation lesson are welcome. Read the contribution guide and use the repository's structured issue and pull request templates.
NovelToGame is released under the MIT License.
Thanks to the linux.do community for early feedback and support.
name: game-concept
description: "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,用硬否决和关键取舍选择最值得做的可玩原型。用于判断小说适合做成什么游戏、该不该做成互动叙事、比较游戏方案等需求。"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。输入必须包含 SOURCE_BIBLE.md 与
PRODUCT_BRIEF.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。
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。
先例只用于解释玩法为什么可识别:选一个最接近核心动词与循环的主要玩法先例,必要时再补一个解决 独立问题的辅助先例。写清借用的动词/循环/结构与明确不借的内容,不要求销量数字、固定名单或为每个 方向重复市场研究。外部事实只有在会改变选择且可能变化时才核实。
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。
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。
每个概念卡只回答:
player_job:玩家以什么身份长期做哪份工作,想获得什么独特幻想;recurring_job_loop:这份工作每个周期反复做什么;experienceProfile、主要玩法先例,以及本作借什么/不借什么;signature_command:只有当自然语言表达本身能体现该身份时,写 id、label 与候选 intents;
不合适时明确 N/A,不得给所有游戏统一添加聊天框;resistance_chain:谁或什么会阻止、拒绝、扭曲或泄露玩家的安排;advancement_ladder:玩家在探索、成长、成熟阶段分别新学会什么、新能组合什么;先按 concept-method 的硬否决逐个淘汰,不计算总分。再比较原作适配、玩家能动性、可读性、文化
准确性、传播画面和完成风险。quick 自动选证据最强的方向;director 给出推荐后等待用户决定。
生成一个 concepts/CONCEPT.md,只含:
experienceProfile、玩家能动性合同、不可妥协体验承诺,以及五项独立交接字段:
player_job、recurring_job_loop、signature_command(或 N/A)、resistance_chain、
advancement_ladder;narrative-led 或 hybrid 的叙事层还要选择一种分支结构语法并说明内容预算。概念不得写伤害公式、
具体百分比、敌人血量、代码结构或逐场脚本;交接前确认选定方向可在 brief 范围内做成完整切片。
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