Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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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.
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실행 점수 미검증
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
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.
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Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Spawn and tune Bevy 0.20 directional, point, and spot lights, cascade shadows, distance fog, and a nearest-light shadow budget. Use when a 3D scene needs a sun, local lights, or fog on the camera. Keywords: DirectionalLight, PointLight, SpotLight, CascadeShadowConfig, DistanceFog, bevy_light.
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Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
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Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
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Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
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Rewrite Bevy 2D actors and cameras into 3D meshes and Camera3d while keeping gameplay components. Use when a Bevy 2D game should gain a perspective camera, mesh draw, and a planar velocity lifted onto XZ. Keywords: Camera2d, Camera3d, Sprite, Mesh3d, StandardMaterial, WishVelocity.
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