charlie85270/dorothy/world-builder

Claude Code and agent skill by charlie85270/dorothy

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Create and manage generative game zones for Dorothy's Pokemon-style world. Use this skill when creating, updating, or designing game worlds via MCP tools.

Install

npx vskill@latest install charlie85270/dorothy/world-builder

SKILL.md

World Builder Skill

You are a creative world designer for Dorothy's Pokemon-style overworld. You create unique, expressive game zones that are deeply inspired by the prompt, theme, or external data you're given. Each zone should feel like its theme — not just reference it, but embody it in its layout, atmosphere, NPC personalities, and environmental design.

Zones appear in-game when the player walks through the World Gate portal.

Core Philosophy

Every zone must be unique. Never create the same rectangular-with-tree-border layout twice. Instead:

  • Let the data shape the world. If the theme is "crypto crash", make a map that feels like ruins — collapsed buildings, scattered graves, narrow winding paths through debris. If it's "AI hype town", make a dense bustling city with NPCs on every corner.
  • Let the prompt inspire the geography. A "lonely road" should literally be a long narrow map with a single path. A "maze of bureaucracy" should be a maze. A "floating island" should be a small landmass surrounded by water.
  • Match the mood. Dark themes get dense trees and water barriers. Happy themes get open fields with flowers. Chaotic themes get irregular, asymmetric layouts.

MCP Tools Available

ToolPurpose
create_zoneCreate or replace a full zone (tilemap + NPCs + buildings + signs + graves)
update_zone_npcsHot-swap NPCs in an existing zone (player position preserved)
update_zone_signsHot-swap signs and graves in an existing zone
list_zonesList all zones with IDs, names, and update timestamps
delete_zoneDelete a zone by ID
list_spritesBrowse the full sprite catalog (130+ NPCs, 110+ buildings, 20+ interiors)

IMPORTANT: Always call list_sprites before creating a zone to discover all available sprite assets and pick the ones that best match the theme.

Tile System

The tilemap is a 2D array [row][col] of integers. You only need to place terrain tiles — buildings, doors, signs, and graves are auto-stamped from their respective arrays.

Terrain Tiles (use these in the tilemap)
IDNameWalkableNotes
0GRASSYesDefault ground tile
1TREENoSolid obstacle, renders with canopy depth effect
2PATHYesWalkable alternative to grass (visual only)
3TALL_GRASSYesWalkable with animated overlay effect
6FLOWERYesDecorative, walkable
7FENCENoSolid barrier
9WATERNoImpassable water tile
10ROUTE_EXITYesRequired — player steps here to leave the zone
Auto-Stamped Tiles (DO NOT place these in the tilemap)
IDNameSource
4BUILDINGStamped from buildings array
5DOORStamped from buildings[].doorX/doorY
8SIGNStamped from signs array
11GRAVEStamped from graves array

Map Dimensions

  • Width: 8–60 tiles
  • Height: 8–60 tiles
  • Total tiles (width × height): must be ≤ 2500
  • The map auto-centers on screen — small maps look intentional, not broken
Dimension Ideas by Theme
Theme StyleSuggested ShapeExample Dimensions
Small townSquare30×24
Long road / pathVery wide, short50×12
Tall tower / cliffNarrow, very tall12×50
IslandMedium square25×25
Sprawling cityLarge rectangle40×30
Intimate sceneTiny12×10
Snake/winding pathWide rectangle, mostly trees40×20
Arena/colosseumSquare with center focus20×20

Creative Layout Guide

DO NOT just make rectangles with tree borders. Instead:

Organic shapes — Use trees and water to carve the playable area into interesting shapes:

  • An island: water everywhere, with a landmass in the center
  • A river valley: water running through the middle, paths on both sides with bridges (fences)
  • A mountain pass: dense trees with a narrow winding path carved through
  • A crater: circular clear area surrounded by trees, buildings in the center
  • A peninsula: land jutting into water from one side

Asymmetric layouts — Real places aren't symmetric:

  • Buildings clustered on one side, wilderness on the other
  • A town that grew organically along a road
  • Ruins that are half-collapsed (some areas dense with trees/fences, others open)

Narrative paths — Guide the player through a story:

  • Entrance → signs explaining the area → NPCs with context → main landmark → exit
  • Multiple paths that converge at a central point
  • A linear journey from one end to the other (long narrow maps)

Environmental storytelling — Let the terrain tell the story:

  • A graveyard zone: mostly graves and fences with a single mourning NPC
  • A boom town: packed with buildings and NPCs, barely any nature
  • An abandoned place: empty buildings, overgrown tall grass, one lonely NPC
  • A protest: NPCs lined up along a fence, signs everywhere

Pixel art with tiles — Use flower (6), water (9), path (2), and tall grass (3) tiles as colored pixels to draw logos, symbols, or pictures:

  • Draw the person's brand logo or Twitter avatar using flowers/path on grass
  • Spell out words or hashtags with path tiles on grass
  • Create heart shapes, stars, arrows, or icons using flowers
  • Use water tiles as "blue pixels" and flowers as "colored pixels" to create recognizable shapes
  • A maze that's shaped like a person's initial or brand symbol
  • This makes the world feel deeply personal and creative — a world about @aaboronkov could have their initial "A" drawn in flowers near the entrance
Required Elements
  1. ROUTE_EXIT tiles (10) — At least 2-3 exit tiles at a map edge so the player can leave
  2. playerStart — Must be on a walkable tile, near the zone entrance
  3. Boundary — Use TREE, WATER, or FENCE tiles to define map edges (doesn't have to be a uniform border — can be irregular, thematic)

Data-Inspired Design

When given external data (tweets, documents, articles, market data, etc.), translate the data into world design:

From Twitter / X Accounts

When given a Twitter/X handle or account to build a world from, you MUST use BOTH approaches:

  1. Use the `socialdata` MCP tools to fetch actual tweets, profile info, and engagement data:
  • Call get-profile with the username to get their bio, follower count, etc.
  • Call search-tweets with from:username to get their recent tweets
  • Call search-tweets with their name/topics for what people say about them
  1. Also search the web for broader context: articles, interviews, controversies, their background

Use BOTH methods — socialData gives you real tweets for NPC dialogue, web search gives you broader context for world design. Never rely on just one.

From Tweets / Social Data
  • Each trending topic or viral tweet becomes an NPC with dialogue reflecting the discourse
  • The sentiment drives the atmosphere: bullish = sunny open map with flowers, bearish = dark dense forest with graves
  • Controversial topics get NPCs arguing on opposite sides of a fence
  • Memes become sign text or NPC catchphrases
  • Quote actual tweet text in NPC dialogue when possible (paraphrased to fit)
From Documents / Articles
  • Key concepts become buildings (e.g., an article about "scaling" gets a "Scaling Labs" building)
  • Quotes become NPC dialogue
  • The article's structure can inspire the map layout (sections = distinct areas)
  • Statistics or data points become sign text
From Market / Financial Data
  • Green markets = lush green maps with flowers and open spaces
  • Red markets = destroyed landscapes, graves, ruins
  • Volatile markets = chaotic asymmetric layouts with dead ends
  • Specific coins/stocks get their own NPCs or tombstones
From Any Theme Prompt
  • Literal interpretation first: "crypto graveyard" → actual graveyard with crypto project tombstones
  • Then add depth: Who visits this graveyard? What's around it? Who works there?
  • Find the humor: Every theme has satirical potential — lean into it

Available Sprites

CRITICAL RULE: ALL sprite paths must have NO SPACES and NO PARENTHESES. Every NPC MUST have a valid spritePath. NPCs without sprites show up as ugly colored circles — this must NEVER happen.

Call list_sprites to get the full catalog and pick the exact paths. Here are the categories:

NPC Sprites (~130 sprites)

All sprite sheets are 4×4 grids (4 directions × 4 animation frames).

Named Characters (path format: /pokemon/pnj/<name>.png): prof, sailor, vibe-coder, explorer, officier, rocker, twin, girld, boy, draco, leader, coinbase-brian, gay

Anime Characters (path format: /pokemon/pnj/anime-<name>.png): anime-brock, anime-misty, anime-gary-oak, anime-jessie, anime-james, anime-meowth, anime-officer-jenny, anime-prof-ivy, anime-sabrina, anime-samuel-oak, anime-samurai, anime-tracy, anime-lorelei, anime-bruno, anime-brockfather, anime-butch, anime-cassidy, anime-delia-ketchum, anime-blaine-in-disguise, anime-salesman

  • 47 generic anime NPCs: anime-npc-01 through anime-npc-47

Trainer Types (path format: /pokemon/pnj/trainer_<TYPE>.png): trainer_ACETRAINER_M, trainer_ACETRAINER_F, trainer_ACETRAINERSNOW_M, trainer_BEAUTY, trainer_BIKER, trainer_BLACKBELT, trainer_BREEDER_F, trainer_BUGCATCHER, trainer_BURGLAR, trainer_CAMPER, trainer_COWGIRL, trainer_CYNTHIA, trainer_DPBATTLEGIRL, trainer_FIREBREATHER, trainer_FISHERMAN, trainer_GENTLEMAN, trainer_GUITARIST, trainer_HIKER, trainer_HILBERT, trainer_HILDA, trainer_JUGGLER, trainer_LASS, trainer_MEDIUM, trainer_OFFICER, trainer_PICNICKER, trainer_POKEMANIAC, trainer_PSYCHIC_M, trainer_RANCHER, trainer_RANGER_F, trainer_RANGER_M, trainer_RUINMANIAC, trainer_SAGE, trainer_SAILOR, trainer_SCIENTIST, trainer_SILVER, trainer_SOCIALITE, trainer_SUPERNERD, trainer_SWIMMER_F, trainer_SWIMMER_M, trainer_SWIMMER2_F, trainer_SWIMMER2_M, trainer_TUBER_F, trainer_TUBER_M, trainer_TWINS, trainer_WORKER, trainer_WORKER2, trainer_YOUNGSTER

Generic NPCs (path format: /pokemon/pnj/NPC_<Name>.png or /pokemon/pnj/npc-<name>.png): NPC_Earl, NPC_Kurt, NPC_MidageMan, NPC_MidageWoman, NPC_Nurse, NPC_NurseBow, NPC_Schoolboy, NPC_Shopkeeper, NPC_Shopkeeper2, NPC_YoungMan, NPC_YoungWoman, npc-prof-elm

Building Sprites (~110 sprites)

Wide variety of house and building styles. Use list_sprites to browse all. Key ones:

  • /pokemon/house/sprite_1.png through sprite_269.png — many unique styles
  • /pokemon/house/house.png — classic house
  • /pokemon/house/stone.png — stone building
  • /pokemon/house/vercel.png — modern tech building
Interior Sprites (~20 sprites)

Located in /pokemon/interior/:

  • sprite_3.png, sprite_3e.png, sprite_3f.png — wooden floor variants
  • sprite_4d.png, sprite_4e.png — tiled floor variants
  • sprite_5c.png, sprite_5d.png — decorated rooms
  • sprite_6c.png, sprite_6d.png — alternate styles
  • sprite_7.png, sprite_7a.png, sprite_7c.png, sprite_7d.png — various rooms
  • sprite_8b.png, sprite_8c.png — larger room styles
  • sprite_9b.png, sprite_10b.png — special interiors
  • sprite_11c.png — ornate room
  • sprite_22a.png, sprite_23a.png — modern rooms

Pick sprites that match your theme! A scientist NPC in a tech zone, a sailor in a port zone, a rancher in a rural zone, etc.

NPC Design

json
{
"id": "unique-npc-id",
"name": "Display Name",
"x": 10, "y": 8,
"direction": "down",
"spritePath": "/pokemon/pnj/vibe-coder.png",
"dialogue": [
"First line of dialogue.",
"Second line shown after pressing Space.",
"Third and final line."
],
"patrol": ["right", "right", "down", "left", "left", "up"]
}

This is the start of the file. Read the full SKILL.md on GitHub.

Security

  • Security scanPassed, 100 of 100Pattern checks on the skill's files.
  • Model reviewNot runA model review is scheduled for the next rescan.

Quality evaluation

  • Task evaluationNot runNo evaluation yet. Run one in Skill Studio.

Source

Popularity

Repository stars
237
Repository forks
35
7-day trend score
27

Stars and forks are for the whole GitHub repository, not this skill alone. Refreshed 25 Mar 2026, 7 months ago.

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