world-builder
Create and manage generative game zones for Dorothy's Pokemon-style world.
Skill by dorothy
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/charlie85270-world-builder
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
Use cases: agent-building, code-generation
Reviews
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Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/world-builder
What's inside
- Skill name
world-builder- Description
- 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.
- License
- MIT
- Metadata
- author: dorothy · version: 2.0.0 · argument-hint: topic or theme for the zone
- Instructions
- 383 lines in SKILL.md · view on GitHub
Files (1)
- SKILL.md
SKILL.md (first lines)
# 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 | Tool | Purpose | |------|---------| | `create_zone` | Create or replace a full zone (tilemap + NPCs + buildings + signs + graves) | | `update_zone_npcs` | Hot-swap NPCs in an existing zone (player position preserved) | | `update_zone_signs` | Hot-swap signs and graves in an existing zone | | `list_zones` | List all zones with IDs, names, and update timestamps | | `delete_zone` | Delete a zone by ID | | `list_sprites` | Browse 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) | ID | Name | Walkable | Notes | |----|------|----------|-------| | 0 | GRASS | Yes | Default ground tile | | 1 | TREE | No | Solid obstacle, renders with canopy depth effect | | 2 | PATH | Yes | Walkable alternative to grass (visual only) | | 3 | TALL_GRASS | Yes | Walkable with animated overlay effect | | 6 | FLOWER | Yes | Decorative, walkable | | 7 | FENCE | No | Solid barrier | | 9 | WATER | No | Impassable water tile | | 10 | ROUTE_EXIT | Yes | **Required** — player steps here to leave the zone | ### Auto-Stamped Tiles (DO NOT place these in the tilemap) | ID | Name | Source | |----|------|--------| | 4 | BUILDING | Stamped from `buildings` array | | 5 | DOOR | Stamped from `buildings[].doorX/doorY` | | 8 | SIGN | Stamped from `signs` array | | 11 | GRAVE | Stamped 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 Style | Suggested Shape | Example Dimensions | |-------------|-----------------|-------------------| | Small town | Square | 30×24 | | Long road / path | Very wide, short | 50×12 | | Tall tower / cliff | Narrow, very tall | 12×50 | | Island | Medium square | 25×25 | | Sprawling city | Large rectangle | 40×30 | | Intimate scene | Tiny | 12×10 | | Snake/winding path | Wide rectangle, mostly trees | 40×20 | | Arena/colosseum | Square with center focus | 20×20 | ## 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
From Charlie85270/Dorothy, MIT.
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Signals
- Stars
- 353
- Forks
- 62
- Open issues
- 7
- Last commit (this folder)
- Feb 18, 2026 (8 months ago)
- Last release
- Oct 23, 2026 (6 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- Version
- 2.0.0
- License
- MIT
- Repository
- github.com/Charlie85270/Dorothy
- Website
- dorothyai.app
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
Cite this page
world-builder skill. Agent Mart. https://agentmart.dev/skills/charlie85270-world-builder (last updated 2026-10-24)