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Visual novel

Skill gamedev-skills/awesome-gamedev-agent-skills/skills/genres/visual-novel

Game-development Agent Skills for AI coding agents: install once and a master router loads the right skill for your engine and task. 66 original, version-pinned skills (plus a master router) in the portable SKILL.md format that runs across Claude Code, Cursor, Codex, Copilot, Gemini CLI and more, for Godot, Unity, Unreal, web and beyond.

Install
npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill visual-novel

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What its author says it does

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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.

The file declares its own license as Apache-2.0. That is the author’s claim about this one file, and it is not the same thing as the license GitHub reports for the repository, which is listed with the other numbers below.

SKILL.md

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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 to use

  • Use when the game is mostly reading branching text with character art and backgrounds: visual novel, dating sim, branching interactive fiction, story-choice game.
  • Use when designing a choice/route structure, story flags, or VN conveniences (backlog, skip, auto-advance, save-anywhere).

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).

Core loop

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.

Must-have systems

  1. Branching script — ordered lines + choices + jumps, with conditions and variables (Ink/Yarn).
  2. Text box — speaker name, body text, typewriter reveal, advance on click/key.
  3. Characters — sprites with expressions/poses, positions, show/hide transitions.
  4. Backgrounds + transitions — scene images, fades/dissolves.
  5. Choices — present options, gate some on flags, record the pick.
  6. Story state — flags/variables that branch the script and unlock content.
  7. Save/load (save-anywhere) — full script position + state; multiple slots; quick save.
  8. VN conveniences — backlog/history, skip (read text), auto-advance, text-speed setting.
  9. Audio — music per scene, SFX, optional voice clips.

Design knobs

KnobEffectNotes
Text speed / instantreading comfortAlways allow instant + a skip.
Auto-advance delayhands-free readingTunable; pause on choices.
Skip scopere-readingSkip read text only by default.
Branch breadth/depthreplay value vs. costBranches multiply writing/art work.
Flag-gated contentreactivityLines/choices that check past decisions.
Route structurestory shapeBranch-and-merge vs. distinct routes (refs).
Choice visibilityfairnessShow locked choices vs. hide them.
Backlog lengthconvenienceKeep enough to re-read recent context.

Patterns

1. Script as data the engine walks

# Pseudocode. Lines, choices, and jumps as data — usually authored in Ink/Yarn and stepped
# through by that runtime. The engine asks the script for "the next thing to show".
node = script.current()
if node.kind == "line":
    show_text(node.speaker, node.text)        # wait for advance input
elif node.kind == "choice":
    options = [o for o in node.options if condition_met(o.condition, flags)]  # gate by flags
    show_choices(options)                      # wait for selection
elif node.kind == "set":
    flags[node.var] = eval_expr(node.expr, flags)
script.advance(selected_option_or_none)

2. Typewriter reveal + advance (skippable)

# 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

3. Choice sets a flag that branches later content

# 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")

Pitfalls / failure modes

  • Save that only stores a checkpoint → VNs need save-anywhere. Persist the exact script position and all flags/variables (and seen-text data) so a load resumes the same line.
  • Presentation logic baked into the script → unmaintainable. Keep content (text, choices) in the script and how it looks (sprites, transitions) in the engine layer.
  • No skip/auto/backlog → readers feel trapped, especially on replays. These are expected baseline features, not extras.
  • Skipping unread text → players miss content. Skip should fast-forward read text only.
  • Choices with no consequence → branches that reconverge instantly feel fake. Set flags that visibly change later lines, choices, or endings.
  • Combinatorial branch explosion → unshippable. Prefer branch-and-merge with a few flagged variations over fully distinct trees (refs).
  • Lost reading context → no backlog to re-read the last lines. Keep a history buffer.
  • Hardcoded language → no localization path. Keep text in data keyed for translation.

Composition (build it from these skills)

  • Script engine: dialogue-systems (Ink / Yarn Spinner) — branching, conditions, variables, localization hooks.
  • Presentation: 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.
  • Persistence: save-systems for save-anywhere slots, seen-text/skip data, and settings.
  • Audio: audio-design for per-scene music, SFX, and voice playback.
  • Visuals: the engine animation/Tween skill for sprite/background transitions; shader-programming for dissolves.
  • Process: prototype-fast to test the branch structure in plain text before adding art.

References

  • For the branching data model, route structures (branch-and-merge vs. routes), flags/variables, save-anywhere + backlog/skip data, and the content/presentation split, read references/script-and-flow.md.

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