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Get Started Free →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.
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-01 | ✗→✓ | ▲ Improved | 45% | 0% |
| case-11 | ✗→✓ | ▲ Improved | 37% | 0% |
| case-14 | ✓→✓ | = Same ✓ | 49% | 0% |
| case-02 | ✓→✓ | = Same ✓ | 47% | 0% |
| case-03 | ✓→✓ | = Same ✓ | 77% | 0% |
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.
visual novel, dating sim, branching interactive fiction, story-choice game.
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).
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. |
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)
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
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")
position and all flags/variables (and seen-text data) so a load resumes the same line.
in the script and how it looks (sprites, transitions) in the engine layer.
baseline features, not extras.
visibly change later lines, choices, or endings.
variations over fully distinct trees (refs).
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.save-anywhere + backlog/skip data, and the content/presentation split, read references/script-and-flow.md.
Other measured skills in the registry, with their headline benchmark lift.