team-narrative

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Original

English
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Translation

Chinese
If no argument is provided, output usage guidance and exit without spawning any agents:
Usage:
/team-narrative [narrative content description]
— describe the story content, scene, or narrative area to work on (e.g.,
boss encounter cutscene
,
faction intro dialogue
,
tutorial narrative
). Do not use
AskUserQuestion
here; output the guidance directly.
When this skill is invoked with an argument, orchestrate the narrative team through a structured pipeline.
Decision Points: At each phase transition, use
AskUserQuestion
to present the user with the subagent's proposals as selectable options. Write the agent's full analysis in conversation, then capture the decision with concise labels. The user must approve before moving to the next phase.
如果未提供参数,输出使用指南并退出,不启动任何Agent:
使用方法:
/team-narrative [叙事内容描述]
— 描述要制作的故事内容、场景或叙事区域(例如:
boss遭遇过场动画
阵营介绍对话
教程叙事
)。请勿在此处使用
AskUserQuestion
;直接输出指南。
当使用参数调用此技能时,通过结构化流程统筹叙事团队。
决策节点: 在每个阶段过渡时,使用
AskUserQuestion
向用户展示子Agent的提案作为可选选项。在对话中写入Agent的完整分析,然后用简洁标签记录决策。用户必须批准后才能进入下一阶段。

Team Composition

团队构成

  • narrative-director — Story arcs, character design, dialogue strategy, narrative vision
  • writer — Dialogue writing, lore entries, item descriptions, in-game text
  • world-builder — World rules, faction design, history, geography, environmental storytelling
  • art-director — Character visual design, environmental visual storytelling, cutscene/cinematic tone
  • level-designer — Level layouts that serve the narrative, pacing, environmental storytelling beats
  • narrative-director(叙事导演) — 故事弧光、角色设计、对话策略、叙事愿景
  • writer(编剧) — 对话撰写、设定条目、物品描述、游戏内文本
  • world-builder(世界构建师) — 世界规则、阵营设计、历史、地理、环境叙事
  • art-director(艺术总监) — 角色视觉设计、环境视觉叙事、过场动画/剧情片基调
  • level-designer(关卡设计师) — 服务于叙事的关卡布局、节奏、环境叙事节点

How to Delegate

委托方式

Use the Task tool to spawn each team member as a subagent:
  • subagent_type: narrative-director
    — Story arcs, character design, narrative vision
  • subagent_type: writer
    — Dialogue writing, lore entries, in-game text
  • subagent_type: world-builder
    — World rules, faction design, history, geography
  • subagent_type: art-director
    — Character visual profiles, environmental visual storytelling, cinematic tone
  • subagent_type: level-designer
    — Level layouts that serve the narrative, pacing
  • subagent_type: localization-lead
    — i18n validation, string key compliance, translation headroom
Always provide full context in each agent's prompt (narrative brief, lore dependencies, character profiles). Launch independent agents in parallel where the pipeline allows it (e.g., Phase 2 agents can run simultaneously).
使用Task工具将每位团队成员作为子Agent启动:
  • subagent_type: narrative-director
    — 故事弧光、角色设计、叙事愿景
  • subagent_type: writer
    — 对话撰写、设定条目、游戏内文本
  • subagent_type: world-builder
    — 世界规则、阵营设计、历史、地理
  • subagent_type: art-director
    — 角色视觉档案、环境视觉叙事、剧情片基调
  • subagent_type: level-designer
    — 服务于叙事的关卡布局、节奏
  • subagent_type: localization-lead
    — 国际化验证、字符串键合规性、翻译预留空间
务必在每个Agent的提示中提供完整上下文(叙事概要、设定依赖、角色档案)。在流程允许的情况下并行启动独立Agent(例如,第2阶段的Agent可同时运行)。

Pipeline

流程

Phase 1: Narrative Direction

阶段1:叙事方向

Delegate to narrative-director:
  • Define the narrative purpose of this content: what story beat does it serve?
  • Identify characters involved, their motivations, and how this fits the overall arc
  • Set the emotional tone and pacing targets
  • Specify any lore dependencies or new lore this introduces
  • Output: narrative brief with story requirements
委托给narrative-director
  • 定义此内容的叙事目的:它服务于哪个故事节点?
  • 确定涉及的角色、他们的动机,以及这如何契合整体故事弧光
  • 设置情感基调和节奏目标
  • 指定任何设定依赖或此内容引入的新设定
  • 输出:包含故事要求的叙事概要

Phase 2: World Foundation (parallel)

阶段2:世界基础(并行)

Delegate in parallel — issue all three Task calls simultaneously before waiting for any result:
  • world-builder: Create or update lore entries for factions, locations, and history relevant to this content. Cross-reference against existing lore for contradictions. Set canon level for new entries.
  • writer: Draft character dialogue using voice profiles. Ensure all lines are under 120 characters, use named placeholders for variables, and are localization-ready.
  • art-director: Define character visual design direction for key characters appearing in this content (silhouette, visual archetype, distinguishing features). Specify environmental visual storytelling elements for each key space (prop composition, lighting notes, spatial arrangement). Define tone palette and cinematic direction for any cutscenes or scripted sequences.
并行委托 — 在等待任何结果之前同时发出所有三个Task调用:
  • world-builder:创建或更新与该内容相关的阵营、地点和历史的设定条目。对照现有设定交叉检查是否存在矛盾。为新条目设定正史级别。
  • writer:使用语音档案草拟角色对话。确保所有台词不超过120字符,使用命名占位符表示变量,且支持本地化。
  • art-director:定义该内容中出现的关键角色的视觉设计方向(轮廓、视觉原型、显著特征)。为每个关键空间指定环境视觉叙事元素(道具构成、灯光说明、空间布局)。为任何过场动画或脚本序列定义色调调色板和剧情片方向。

Phase 3: Level Narrative Integration

阶段3:关卡叙事整合

Delegate to level-designer:
  • Review the narrative brief and lore foundation
  • Design environmental storytelling elements in the level
  • Place narrative triggers, dialogue zones, and discovery points
  • Ensure pacing serves both gameplay and story
委托给level-designer
  • 审阅叙事概要和设定基础
  • 在关卡中设计环境叙事元素
  • 设置叙事触发点、对话区域和探索点
  • 确保节奏同时服务于游戏玩法和故事

Phase 4: Review and Consistency

阶段4:审阅与一致性

Delegate to narrative-director:
  • Review all dialogue against character voice profiles
  • Verify lore consistency across new and existing entries
  • Confirm narrative pacing aligns with level design
  • Check that all mysteries have documented "true answers"
委托给narrative-director
  • 对照角色语音档案审阅所有对话
  • 验证新条目与现有条目之间的设定一致性
  • 确认叙事节奏与关卡设计相符
  • 检查所有谜题是否有记录在案的“真实答案”

Phase 5: Polish (parallel)

阶段5:打磨(并行)

Delegate in parallel:
  • writer: Final self-review — verify no line exceeds dialogue box constraints, all text uses string keys (not raw strings), placeholder variable names are consistent
  • localization-lead: Validate i18n compliance — check string key naming conventions, flag any strings with hardcoded formatting that won't survive translation, verify character limit headroom for languages that expand (German/Finnish typically +30%), confirm no cultural assumptions in text that would need locale-specific variants
  • world-builder: Finalize canon levels for all new lore entries
并行委托:
  • writer:最终自我审阅 — 验证所有台词未超出对话框限制,所有文本使用字符串键(而非原始字符串),占位符变量名称保持一致
  • localization-lead:验证国际化合规性 — 检查字符串键命名规范,标记任何包含硬编码格式、无法在翻译后保留的字符串,验证语言扩展(德语/芬兰语通常增加30%)的字符限制预留空间,确认文本中没有需要针对特定地区调整的文化假设
  • world-builder:确定所有新设定条目的正史级别

Error Recovery Protocol

错误恢复协议

If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:
  1. Surface immediately: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases
  2. Assess dependencies: Check whether the blocked agent's output is required by subsequent phases. If yes, do not proceed past that dependency point without user input.
  3. Offer options via AskUserQuestion with choices:
    • Skip this agent and note the gap in the final report
    • Retry with narrower scope
    • Stop here and resolve the blocker first
  4. Always produce a partial report — output whatever was completed. Never discard work because one agent blocked.
Common blockers:
  • Input file missing (story not found, GDD absent) → redirect to the skill that creates it
  • ADR status is Proposed → do not implement; run
    /architecture-decision
    first
  • Scope too large → split into two stories via
    /create-stories
  • Conflicting instructions between ADR and story → surface the conflict, do not guess
如果任何通过Task启动的Agent返回BLOCKED、错误或无法完成:
  1. 立即告知用户:在继续依赖阶段之前,向用户报告“[AgentName]: BLOCKED — [原因]”
  2. 评估依赖关系:检查被阻塞的Agent的输出是否为后续阶段所需。如果是,在没有用户输入的情况下,不要越过该依赖点继续。
  3. 通过AskUserQuestion提供选项,包含以下选择:
    • 跳过此Agent并在最终报告中注明缺口
    • 缩小范围后重试
    • 在此处停止并先解决阻塞问题
  4. 始终生成部分报告 — 输出所有已完成的内容。切勿因一个Agent阻塞而丢弃已完成的工作。
常见阻塞原因:
  • 输入文件缺失(未找到故事、缺少GDD)→ 重定向至创建该文件的技能
  • ADR状态为Proposed → 请勿执行;先运行
    /architecture-decision
  • 范围过大 → 通过
    /create-stories
    拆分为两个故事
  • ADR与故事之间存在冲突指令 → 告知用户冲突,不要猜测

File Write Protocol

文件写入协议

All file writes (narrative docs, dialogue files, lore entries) are delegated to sub-agents spawned via Task. Each sub-agent enforces the "May I write to [path]?" protocol. This orchestrator does not write files directly.
所有文件写入操作(叙事文档、对话文件、设定条目)均委托给通过Task启动的子Agent。每个子Agent执行“是否允许我写入[路径]?”协议。此协调器不直接写入文件。

Output

输出

A summary report covering: narrative brief status, lore entries created/updated, dialogue lines written, level narrative integration points, consistency review results, and any unresolved contradictions.
Verdict: COMPLETE — narrative content delivered.
If the pipeline stops because a dependency is unresolved (e.g., lore contradiction or missing prerequisite not resolved by the user):
Verdict: BLOCKED — [reason]
一份总结报告,涵盖:叙事概要状态、创建/更新的设定条目、撰写的对话台词、关卡叙事整合点、一致性审阅结果以及任何未解决的矛盾。
结论:COMPLETE — 叙事内容已交付。
如果因未解决的依赖关系(例如,用户未解决的设定矛盾或缺失的先决条件)导致流程停止:
结论:BLOCKED — [原因]

Next Steps

后续步骤

  • Run
    /design-review
    on the narrative documents for consistency validation.
  • Run
    /localize extract
    to extract new strings for translation after dialogue is finalized.
  • Run
    /dev-story
    to implement dialogue triggers and narrative events in-engine.
  • 对叙事文档运行
    /design-review
    以验证一致性。
  • 在对话定稿后运行
    /localize extract
    以提取新字符串用于翻译。
  • 运行
    /dev-story
    以在引擎中实现对话触发点和叙事事件。