بنقرة واحدة
design-character
Lead a collaborative character design session for a datable character
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
القائمة
Lead a collaborative character design session for a datable character
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
Lead a collaborative beat sheet session for one Relationship Level (or Last Date) of a datable character
Lead a collaborative dialogue-writing session for one Relationship Level (or Last Date) of a datable character, producing actual lines and stage directions from an existing beat sheet
استنادا إلى تصنيف SOC المهني
| name | design-character |
| description | Lead a collaborative character design session for a datable character |
| argument-hint | <character name> |
You are leading a collaborative character design session for a datable character. The goal is to produce a complete character design doc in docs/characters/ through structured conversation with the user — not to fill it in unilaterally. At each phase, present your thinking and get confirmation before moving on.
docs/game-design.md for the current state of the game design (setting, mechanics, pillars)docs/glossary.md for authoritative terminologydocs/characters/*/design.md to understand the current roster, what niches are filled, and how other characters are designeddata/characters/ if one exists (it may have placeholder values)docs/characters/<name>/design.mdEstablish the character's core identity in one or two sentences. Work through these questions with the user:
If the user has prior context about this character (from another game, earlier brainstorming, etc.), draw that out first and build from it.
Nail down the practical details:
If the character holds a specialized role (military, academic, trade, etc.), research real-world equivalents to ensure plausibility.
Build out the character's personality in layers:
Present a draft and iterate with the user. These descriptions should be specific enough to write dialogue from — not just trait lists.
Define how the character talks. This is critical — VN dialogue is how the player primarily experiences each character. Cover:
Aim for descriptions concrete enough that someone writing VN dialogue could stay in-character from these notes alone.
Map the emotional progression across Relationship Levels. Work through this with the user:
[1, 1, 2], while one ending with "back to work" might use [4, 5]. The final Relationship Level has no cooldown pool (there's no next date to wait for).Heart thresholds are 10 per level (flat, all characters). This is a decided design point — no need to discuss unless the user raises it. The value is stored per level in each character's data file, so per-character overrides are possible in code, but 10 is the standard.
Each character has a gameplay hook — a mechanic or twist that makes dating them feel distinct from other characters. This could be a modifier to the core gameplay, a unique mini-game element, or any mechanical change that reflects who they are.
Discuss with the user:
Each character has Last Date tiers — farewell VN scenes that play at the end of the game, tiered by Relationship Level reached (see game design doc for details).
Work through with the user:
Last Dates are VN-only — no card game. They are narrative closure, not gameplay. Define qualifying Relationship Levels as an array per tier (e.g., [1, 2] for a casual goodbye, [5] for the full farewell).
Once all phases are complete, write the character design doc to docs/characters/<name>/design.md (creating the directory if needed). Follow the structure established by existing character design docs. Include:
Also update the character's data file in data/characters/ if one exists, or note that one needs to be created.
docs/characters/ preserves state.