Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
The English summary is being prepared. Showing the original description.
Expert blueprint for visual novels (Doki Doki Literature Club, Phoenix Wright, Steins;Gate) focusing on branching narratives, dialogue systems, choice consequences, rollback mechanics, and persistent flags. Use when building story-driven, choice-based, or dating sim games. Keywords visual novel, dialogue system, branching narrative, typewriter effect, rollback, bbcode, RichTextLabel.
The English summary is being prepared. Showing the original description.
Run score Not tested
See how to installReview the instructions the agent will receive before you install.
Branching narratives, meaningful choices, and quality-of-life features define visual novels.
[shake], [wave]) to add visual weight.ResourceLoader.load_threaded_request() to prevent transition stutters.StringName (&"met_alice") for faster dictionary lookups._process for letter-by-letter animation; strictly use a Tween on visible_ratio for smooth, frame-independent reveals.z_index for Control node priority if input handling is required; strictly use move_to_front() to ensure draw order and input propagation match.visible_ratio to 1.0 instantly on input.queue_free() when actors exit the stage to prevent memory leaks.MANDATORY before implementing undo / branching / presentation:
- vn_rollback_manager.gd — history stack (flags/backgrounds/index)
- story_manager.gd — flag-aware dialog orchestration
- dialogue_ui.gd — typewriter + choice UI
- visual_novel_patterns.gd — BBCode, choice filtering, sprite layering
visible_ratio) and choice-window generation.| Approach | When to choose | Notes |
|---|---|---|
| JSON / CSV scripts | Writers edit outside Godot; rapid iteration | Load via FileAccess or threaded ResourceLoader; validate schema in StoryManager |
Custom Resource dialogue trees | Designer Inspector editing, typed fields | Peer godot-resource-data-patterns; MANDATORY story_manager.gd |
| Dialogic (plugin) | Full VN suite (timelines, characters, themes) with editor tooling | Prefer when shipping a large route graph fast; still keep rollback + flag discipline. Skip building a second StoryManager if Dialogic already owns timelines |
| Build lightweight custom | Tiny kinetic novel / learning project | Use scripts in this skill; do not re-stub StoryManager inline |
Do not paste incomplete JSON StoryManager demos — implement from MANDATORY story_manager.gd.
{line_index, flags, background, music} before flag writes.visible_ratio 0→1; on skip/advance input set visible_ratio = 1.0 and kill the tween.requires StringName flags pass; apply choice → mutate flags → jump label (visual_novel_patterns.gd + story_manager.gd).move_to_front() on Control actors (not z_index alone) + dim inactive.ResourceLoader.load_threaded_request for backgrounds; never sync-parse huge scripts on the main thread.# Choice handler shape (flags after snapshot)
func make_choice(choice_id: StringName) -> void:
rollback_manager.push_snapshot() # BEFORE mutate
match choice_id:
&"be_nice":
flags[&"relationship_alice"] = int(flags.get(&"relationship_alice", 0)) + 1
story_manager.jump_to_label(&"alice_happy")
&"be_mean":
flags[&"relationship_alice"] = int(flags.get(&"relationship_alice", 0)) - 1
story_manager.jump_to_label(&"alice_sad")
| Topic | Reference / script |
|---|---|
| Story driver & typewriter UI | architecture-overview.md |
| Branching / rollback / focus | key-mechanics.md |
| RichText / async loads | godot-tips.md |
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
No reviews yet. Tell others what you thought.
No login needed. Share how it worked for you, ask a question, or note where it did not run.
No comments yet. Be the first to write one.
Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
The English summary is being prepared. Showing the original description.
Bevy ECS skill for 3D lights. Keywords: Bevy, lighting, directional, point, spot, bevy_light, PBR.
The English summary is being prepared. Showing the original description.
Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
The English summary is being prepared. Showing the original description.
Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
The English summary is being prepared. Showing the original description.
Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
The English summary is being prepared. Showing the original description.
Bevy ECS skill for moving a Bevy game from 2D to 3D. Keywords: Bevy, 2D, 3D, adapt, camera, sprite.
The English summary is being prepared. Showing the original description.