Introduction of Case-based Templates
This session primarily explains how to use reusable cases. After reading it, you can visit other blogs in the Tips & Tricks for hands-on practice with specific examples.
1. Regarding the "Reusable Case Template"
Reusable case templates are not "Prompts directly used for generation", but ratherdescription structures that have been verified and produce stable results.
Its value lies in:
- Helps you quickly establish a generation starting point that "won't go astray"
- Helps you understand the information hierarchy that Boo truly relies on during generation
- Enables you to develop your own project from a successful case, rather than repeatedly trying and making mistakes
These cases themselves do not pursue simplicity, but rather provide information clearly enough , thereby reducing the system's default completion behavior.
1. What is the key point of reusability?
When using these cases, what is reused is not the specific content, butthe structure and method.
You can make adjustments while retaining the following elements:
- Overall description structure
- Core rules or experience goals
- Explicit limits on the boundaries of the results
However, the theme, style, or detailed content can be replaced and expanded as needed.
2. When is it appropriate to use reusable case templates
When you encounter the following situations, using the case template is usually more efficient:
- There is already a general direction, but the generated results are not stable enough
- Hope to quickly verify a certain type of gameplay or experience
- Do not want to start describing from scratch every time
2. Start with a case and gradually create your game
The value of the case template does not lie in being "completed as is", but in helping you quickly reach a starting point where the structure is already established .
Many generation results are not ideal, not because of insufficient creativity, but because they enter the personalization stage too early .
1. Recommendation steps from cases to customized projects
- Experience the case in its entiretyFirst, ensure that the results generated by the case template are "valid" in terms of gameplay, process, or experience. At this point, it doesn't need to be exactly like the final work in your mind; as long as the logic is clear and it feels natural, that's sufficient.
- Confirm whether the core structure is availableDetermine whether this case is truly suitable for what you want to do. If you find yourself changing the "basic rules" rather than the "presentation style," it usually means you've chosen the wrong case.
- Begin replacement and customizationWhen you confirm that the structure is okay, gradually introducing changes in theme, style, or content will significantly improve efficiency.
5. Modifications suitable for the early stage
In the early stage, it is recommended to prioritize adjusting parts that do not affect the structure, such as:
- Theme and Worldview (e.g., Festival, Cultural Background)
- Art Style and Overall Atmosphere
- Text Tone and Emotional Expression
- Strength of visual feedback
If a large number of problems occur at this stage, it is usually not because the details have not been adjusted properly, but because the structure itself is not a good fit.
3. Modifications for post-processing
- Rule Complexity and Exceptional Situations
- Numerical Balance and Rhythm Refinement
- Multi-level or multi-process expansion
- Success and failure conditions and reward methods
Introducing these contents too early can easily make it difficult to locate problems and also increase the cost of multi-round communication with Boo.
4. Minor adjustments, multi-round advancement
If you need to adjust the results, it is not recommended to add a large number of new requirements all at once.
A more stable way is:
- Generate the complete result first
- Gradually address visible issues
- Each round addresses only one clear problem
This is consistent with the modification method of multi-round dialogue introduced in the Advanced Chapter.
5. Use cases as the "starting line" rather than the answer
The goal of these cases is to help you quickly enter a workable state . They do not assume this is the final form, nor do they require you to continue creating around the cases themselves.
Once the results have stabilized, you can gradually deviate from the original case and evolve into a completely different project.
6. When uncertain, fallback to the case structure
When you find that generation starts to become unstable, or the results of multiple modifications are not satisfactory, you may consider:
- Return to the original case
- Compare which structures are damaged
- Continue to advance from the most recent stable result
The value of a case often lies in "fallback".
3. Summary
The role of the case template is not to make decisions for you, but to help you quickly avoid those tried paths that have been proven inefficient .
When the generated results do not meet expectations, do not rush to suspect whether the system "doesn't understand". In many cases, it is because the starting point was chosen incorrectly, or the modification method has gradually caused the structure to lose support.
When using the case template, three judgments are particularly important:
- Are you adjusting performance or overthrowing the structure?
- Are you validating a single direction or changing multiple variables simultaneously?
- Are you following the case, or have you deviated from the problem it addresses?
If you find yourself repeatedly patching but struggling to articulate "what exactly is wrong now," it is often a sign: it's time to stop and reexamine the case itself, rather than continuing to add descriptions.
Treating the case as a stable starting point rather than a constraint to be shed, you will find that the generation process becomes clearer and more controllable.