IF Design Map
Overview
Use this skill to design or refine the spatial layer of a free-exploration Ink game. The map should support meaningful revisits, visible blockers, state-driven unlocks, and clear relationships between locations.
Files To Read
Always read:
story.yaml04_design/story_beats.md04_design/critical_path.md04_design/state_model.md
Read when relevant:
00_meta/*02_story/worldbuilding.md03_characters/*04_design/locations.yaml04_design/progression.yaml07_continuity/locations.yaml
Files To Write
Write or update:
04_design/map.md04_design/locations.yaml07_continuity/locations.yamlwhen stable canon location facts emerge.
Location Model
For each meaningful location, define:
- stable
id; - display name;
- narrative function;
- initial availability;
- connections;
- visible exits and blocked exits;
- discoveries available on first visit and revisit;
- characters who may appear there;
- obstacles or unlocks connected to the location;
- state changes the location can grant.
Language Rules
Use English keys and filenames. Write human-readable values in story.language.
Procedure
- Identify only locations that create action, discovery, pressure, or choice.
- Create a navigable topology with clear start location and revisitable hubs when useful.
- Mark gates and locked routes without solving progression details prematurely.
- Ensure each unlock changes reachable space, available dialogue, or player knowledge.
- Keep optional locations useful but not required for basic completion unless documented as critical path.
- Update
locations.yamlas structured source of truth.
Output
Provide:
- map summary;
- location list and major connections;
- gated areas and unlock dependencies;
- recommended next step, usually
if-design-dialogueorif-design-progression.
Restrictions
- Do not draft Ink location files here.
- Do not create decorative locations that have no gameplay or narrative function.
- Do not hide critical path requirements only in prose; record them structurally.