IF Design Structure
Overview
Use this skill to turn a premise into a playable IF design before detailed map, dialogue, progression, or Ink drafting work. It defines what the player repeatedly does, what changes as they explore, and how narrative pressure survives non-linear order.
Files To Read
Always read:
story.yaml00_meta/premise.md00_meta/goals.md00_meta/constraints.md
Read when present:
01_style/*02_story/logline.md02_story/themes.md02_story/worldbuilding.md03_characters/*- existing
04_design/*
Files To Write
Write or update:
04_design/story_beats.md04_design/critical_path.md04_design/state_model.md
Optionally refine:
02_story/logline.md02_story/synopsis.md
Design Requirements
Define:
- playable promise;
- player role and agency boundaries;
- core loop;
- starting state;
- broad phases or acts;
- critical path through the mystery, quest, or central problem;
- optional exploration content principles;
- how map exploration and conversation exploration reinforce each other;
- fail-soft policy for missed content and repeated visits.
Language Rules
Write project content in story.language. Keep filenames and YAML keys in English.
Procedure
- Identify the central dramatic problem and convert it into player-facing activity.
- Define the core loop as repeated verbs, not abstract themes.
- Establish the opening playable state and what the player can freely inspect.
- Define phase changes caused by knowledge, inventory, skills, relationships, or obstacle resolution.
- Create a critical path that proves the game can be completed without prescribing one exact player order.
- Record state categories needed later by map, dialogue, progression, and Ink systems.
Output
Summarize:
- core loop;
- phase structure;
- critical path;
- state categories introduced;
- recommended next skills, usually
if-design-mapandif-design-dialogue.
Restrictions
- Do not write Ink source here.
- Do not over-specify individual dialogue lines.
- Do not create a purely linear chapter outline.