包含: - 核心配置文件(AGENTS.md, SOUL.md, USER.md等) - 记忆系统(memory/文件夹) - 技能库(skills/文件夹) - 小说内容(novel/文件夹) - .gitignore配置
2.5 KiB
2.5 KiB
| name | id | language | chapterTypes | fatigueWords | numericalSystem | powerScaling | eraResearch | pacingRule | satisfactionTypes | auditDimensions | |||||||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| System Apocalypse | system-apocalypse | en |
|
|
true | true | false | Early (ch 1-15): survival pressure every chapter. Mid (ch 15-50): power-up + faction politics every 3-5 chapters. Late: expansion and existential threats. |
|
|
Genre Prohibitions
- Day Zero that doesn't permanently change the world — no reverting to normal
- Early chapters without genuine survival danger — readers demand real stakes from page one
- System arrival with no in-world explanation (even a vague one)
- Ignoring real-world geography and consequences when set on Earth
- Factions that are binary good/evil — competing interests, not cartoon villainy
- MC becoming unstoppable too fast — power fantasy must be earned through survival
- Tech usage without addressing fuel, ammo, and infrastructure collapse
World Rules
- Day Zero must establish in chapters 1-3: how a normal person reacts, first death or near-death, and that old rules are gone
- Infrastructure failure is real: food, water, electricity, medicine stop working
- Resource scarcity drives conflict: water, ammunition, medical supplies, safe shelter
- Factions form quickly: government remnants, criminal networks, cults, survival communities, warlords
- Real-world grounding: name real locations, acknowledge real infrastructure, maintain daylight cycles and weather
- System mechanics integrate logically — show why old-world tech fails or doesn't in a magical world
Pacing Guidance
- Early (ch 1-15): Survival, confusion, learning system. MC is weak, struggles with low-tier threats. Shorter chapters (2-3k words)
- Mid (ch 15-50): Growing stronger, claiming territory, faction politics. Power fantasy increases; survival becomes strategic
- Late: Expansion, faction wars, world-scale threats. MC powerful but not unstoppable; challenges are existential/political
- Introduce new threat types as MC grows — defeating zombies leads to intelligent predators, rival factions, interdimensional invasions
- Balance survival pressure with power progression — desperation early, strategy mid, leadership late