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Audit score 90

visual-novel

gamedev-skills/awesome-gamedev-agent-skills

Build branching visual novels with script engine, character display, choices, and player conveniences like save/load and skip.

What is visual-novel?

A playbook for visual novels covering branching scripts, character and background presentation, choice systems, and quality-of-life features (save-anywhere, backlog, skip, auto-advance). Use this when your game is primarily reading branching text with character art, such as visual novels, dating sims, or interactive fiction.

  • Manage branching scripts with conditions and variables (via Ink/Yarn Spinner)
  • Display characters with expressions/poses and backgrounds with transitions
  • Present choices that gate content on story flags and record player decisions
  • Implement save-anywhere with full script position, state, and seen-text data
  • Provide backlog/history, skip (read text only), auto-advance, and text-speed controls
  • Handle typewriter text reveal with instant-complete and advance mechanics

How to install visual-novel

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill visual-novel
Prerequisites
  • A branching script engine such as Ink or Yarn Spinner
  • UI framework or nodes for text box, choice menu, and backlog display
  • A save/load system for persisting script position and story state
  • Character sprite and background art assets
Claude Code
Cursor
Windsurf
Cline

How to use visual-novel

  1. 1.Set up your branching script in Ink or Yarn Spinner with lines, choices, jumps, and conditions
  2. 2.Create a text-box UI that displays speaker name and body text with typewriter reveal
  3. 3.Implement character sprites with expressions and positions; add background images with fade/dissolve transitions
  4. 4.Build a choice menu that filters options by story flags and records the player's selection
  5. 5.Add save-anywhere persistence that stores script position, all flags/variables, and seen-text data
  6. 6.Implement backlog/history, skip (read text only), auto-advance with tunable delay, and text-speed settings
  7. 7.Test the branch structure and flag logic before adding final art and audio

Use cases

Good for
  • Build a visual novel or dating sim with multiple branching routes and endings
  • Create an interactive fiction game where player choices affect story flags and later content
  • Design a story-choice game with save slots, backlog, and skip features for replays
  • Prototype a branching narrative structure in plain text before adding character art and backgrounds
  • Implement flag-gated dialogue variations so past decisions visibly change later lines and endings
Who it's for
  • Game developers building story-heavy games
  • Narrative designers structuring branching plots and route systems
  • Indie developers creating visual novels or dating sims
  • Designers prototyping choice-driven interactive fiction

visual-novel FAQ

When should I use this skill instead of just dialogue-systems?

Use this skill when your game is *mostly reading branching text* with character art and backgrounds (visual novel, dating sim, interactive fiction). Use dialogue-systems alone if branching dialogue is one feature inside a larger game like an RPG.

How do I make choices feel consequential?

Set flags when a choice is made, then check those flags in later lines, choices, or endings. Visibly change dialogue or story paths based on past decisions so players see the impact.

What is the difference between skip and auto-advance?

Skip fast-forwards through *already-read* text at high speed for replays. Auto-advance automatically moves to the next line after a delay, letting players read hands-free. Both are expected baseline features.

How do I avoid combinatorial branch explosion?

Use branch-and-merge structure with a few flagged variations rather than fully distinct story trees. Keep branches shallow and reconverge them, using flags to create reactivity without exponential writing/art work.

What data must I persist in a save slot?

Save the exact script position (node/line index), all story flags and variables, and seen-text data (for skip logic). This lets a load resume the same line with the same state.

Full instructions (SKILL.md)

Source of truth, from gamedev-skills/awesome-gamedev-agent-skills.


name: visual-novel description: > 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.

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.