npx skills add ...
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill visual-novel
Build a visual novel: a branching script, character and background display, a text box with choices, save/load, backlog, and skip/auto. Use for a VN, dating sim, or branching story game.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill visual-novel
A playbook for visual novels — the branching script, the presentation (text box, characters, backgrounds), choices, and the quality-of-life systems players expect (save anywhere, backlog, skip, auto). This is a compositional skill: it drives a dialogue engine and a UI layer. It does not re-teach the dialogue engine or UI nodes; it defines the script model and the player conveniences that make a VN pleasant to read.
When not to use: dialogue as one feature inside a larger game → rpg consuming
dialogue-systems. Card/board play → other genres. For the branching-script engine itself,
use dialogue-systems (Ink / Yarn Spinner).
Read a line → advance → (at a branch) make a choice → the story branches on flags/choices → read on → reach an ending. The "game" is the shape of the branching and whether choices feel consequential; everything else is presentation and convenience.
| Knob | Effect | Notes |
|---|---|---|
| Text speed / instant | reading comfort | Always allow instant + a skip. |
| Auto-advance delay | hands-free reading | Tunable; pause on choices. |
| Skip scope | re-reading | Skip read text only by default. |
| Branch breadth/depth | replay value vs. cost | Branches multiply writing/art work. |
| Flag-gated content | reactivity | Lines/choices that check past decisions. |
| Route structure | story shape | Branch-and-merge vs. distinct routes (refs). |
| Choice visibility | fairness | Show locked choices vs. hide them. |
| Backlog length | convenience | Keep enough to re-read recent context. |
dialogue-systems (Ink / Yarn Spinner) — branching, conditions, variables, localization hooks.game-ui-ux for text-box/choice-menu layout, scaling, and safe areas; godot-ui-control for the concrete text box, choice menu, name plate, and backlog UI.save-systems for save-anywhere slots, seen-text/skip data, and settings.audio-design for per-scene music, SFX, and voice playback.Tween skill for sprite/background transitions; shader-programming for dissolves.prototype-fast to test the branch structure in plain text before adding art.references/script-and-flow.md.# Pseudocode. Reveal characters over time; a click first completes the line, then advances.
def show_text(speaker, text):
name_label.text = speaker
revealed = 0
while revealed < len(text):
if advance_pressed(): # first press: reveal the whole line instantly
revealed = len(text); break
revealed += chars_per_second * dt
body_label.text = text[:int(revealed)]
push_to_backlog_when_complete(speaker, text)
wait_for_advance() # second press: go to the next line# Pseudocode. Choices write flags; later conditions read them — that is "reactivity".
def on_choice(option):
if option.set: flags[option.set] = True # e.g. flags["helped_npc"] = True
script.jump(option.target) # follow the branch
# Elsewhere, a line/choice/ending checks the flag:
if flags.get("helped_npc"): play_route("good_ending") else: play_route("neutral_ending")