gamedev-visual-novel
Imported awesome-gamedev-agent-skills guidance for visual-novel workflows in game development projects.
Skill by bgrenat
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.
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About
Use cases: presentations, agent-building
Reviews
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Permissions
What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.
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Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/gamedev-visual-novel
What's inside
- Skill name
gamedev-visual-novel- Description
- Imported awesome-gamedev-agent-skills guidance for visual-novel workflows in game development projects. Use when building a visual novel: branching script, text box and character presentation, choices, save anywhere, backlog, skip, and auto.
- License
- LGPL-3.0
- Instructions
- 127 lines in SKILL.md · view on GitHub
Files (2)
- SKILL.md
- script-and-flow.md · references/
SKILL.md (first lines)
# 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
| 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. |
## Patterns
### 1. Script as data the engine walks
```python
# 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)
```python
# 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
```python
# 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.From bgrenat/godot-game-dev-studio, LGPL-3.0.
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Signals
- Stars
- 24
- Forks
- 3
- Open issues
- 0
- Last commit (this folder)
- Oct 12, 2026 (16 days ago)
- Last release
- Oct 12, 2026 (16 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- LGPL-3.0
- Repository
- github.com/bgrenat/godot-game-dev-studio
- Website
- powehi.eu
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
gamedev-visual-novel skill. Agent Mart. https://agentmart.dev/skills/bgrenat-gamedev-visual-novel (last updated 2026-10-24)