Agent skill

Godot Genre Visual Novel

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for visual novels (Doki Doki Literature Club, Phoenix Wright, Steins;Gate) focusing on branching narratives, dialogue systems, choice consequences, rollback mechanics, and…

LGPL-3.0Auto-check passedWriting & Content

Install Godot Genre Visual Novel

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-visual-novel -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-visual-novel --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-genre-visual-novel .claude/skills/godot-genre-visual-novel && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
godot-genre-visual-novel
GitHub stars
821
Token cost
~3.1k tokens
SKILL.md length
962 words
Files
12 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for visual novels (Doki Doki Literature Club, Phoenix Wright, Steins;Gate) focusing on branching narratives, dialogue systems, choice consequences, rollback mechanics, and…

  • Works in 5 steps: Read → dialogue / narration → Decide → choice moment → Branch → flag or path change → …
  • Building story-driven
  • SKILL.md covers Core Loop, NEVER Do (Expert Anti-Patterns), 🛠 Expert Components (scripts/) and Decision Tree: Script Storage…, plus 4 more sections
  • Dating sim games

What it does

Godot Genre Visual Novel is an agent skill from thedivergentai/GD-Agentic-Skills. 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.

Its SKILL.md is about 3.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 13 other files, including scripts and reference files (for example `references/architecture-overview.md`, `references/common-pitfalls.md` and `references/core-loop.md`).

It sits in Writing & Content, covering Creative writing and fiction and Game development. It works with Godot. The repository describes itself as: The official "Long-Term Memory" for Godot 4.7+ AI Agents. A high-density library of 99 expert skills and 27 genre blueprints, providing audited, strictly typed GDScript patterns… The licence is LGPL-3.0.

When your agent uses it

  • Building story-driven
  • Dating sim games

Example prompts

  • “/godot-genre-visual-novel”

Workflow steps

5 steps, taken from the first numbered list in SKILL.md.

  1. Read → dialogue / narration
  2. Decide → choice moment
  3. Branch → flag or path change
  4. Consequence → immediate line variation and/or lasting flag
  5. Conclude → one of multiple endings

What it can do on your machine

Read from SKILL.md and the folder at commit 4c4d0ff. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 4 files in scripts/, which the agent can run.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • docs.godotengine.org

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Godot Genre Visual Novel loads about 3.1k tokens when it runs, and up to ~5.3k if it reads all its reference files. Until then it costs about 103 tokens; SKILL.md has 962 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~103
When it runs · the whole SKILL.md, loaded when a task matches
~3.1k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.3k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 962 words, ~3,078 tokens.

Download SKILL.mdSave it as .claude/skills/godot-genre-visual-novel/SKILL.md (or your agent's skills folder). This skill also uses 11 other files; get the full folder from GitHub.
name
godot-genre-visual-novel
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.

Genre: Visual Novel

Branching narratives, meaningful choices, and quality-of-life features define visual novels.

Core Loop

  1. Read → dialogue / narration
  2. Decide → choice moment
  3. Branch → flag or path change
  4. Consequence → immediate line variation and/or lasting flag
  5. Conclude → one of multiple endings

NEVER Do (Expert Anti-Patterns)

Narrative & Flow
  • NEVER create the "Illusion of Choice" exclusively; strictly provide Immediate Dialogue Variations or Flag Changes even if the plot converges later.
  • NEVER skip mandatory QoL features; strictly implement Auto-Play, Fast-Forward, and Backlog/History for replayability.
  • NEVER display "Walls of Text"; strictly limit dialogue boxes to 3-4 Lines max to avoid intimidating the reader.
  • NEVER hardcode dialogue text inside GDScripts; strictly store narrative scripts in External Files (JSON, CSV, or custom Resources) for iteration.
  • NEVER ignore the Rollback mechanic; strictly maintain a history stack so players can undo miss-clicks or reread missed lines.
Technical & UI
  • NEVER use plain text for emotional beats; strictly use RichTextLabel BBCode (e.g., [shake], [wave]) to add visual weight.
  • NEVER parse massive narrative files on the main thread; strictly use ResourceLoader.load_threaded_request() to prevent transition stutters.
  • NEVER use standard Strings for frequently accessed game flags; strictly use StringName (&"met_alice") for faster dictionary lookups.
  • NEVER use _process for letter-by-letter animation; strictly use a Tween on visible_ratio for smooth, frame-independent reveals.
  • NEVER neglect character Z-ordering; strictly ensure the active speaker is brought to the front for visual clarity.
  • NEVER use z_index for Control node priority if input handling is required; strictly use move_to_front() to ensure draw order and input propagation match.
  • NEVER use absolute pixel positioning for character sprites; strictly rely on Anchors & Percent-based Offsets for responsive scaling.
  • NEVER allow text animations to continue when the player skips; strictly set visible_ratio to 1.0 instantly on input.
  • NEVER leave orphaned character sprites; strictly use queue_free() when actors exit the stage to prevent memory leaks.
  • NEVER mutate flags before snapshotting rollback state — always push history, then apply the choice.

🛠 Expert Components (scripts/)

MANDATORY before implementing undo / branching / presentation:

  1. vn_rollback_manager.gd — history stack (flags/backgrounds/index)
  2. story_manager.gd — flag-aware dialog orchestration
  3. dialogue_ui.gd — typewriter + choice UI
  4. visual_novel_patterns.gd — BBCode, choice filtering, sprite layering
Catalog (deduped)
  • story_manager.gd - Flag-aware dialog orchestrator with branching logic and character state persistence.
  • dialogue_ui.gd - Presentation layer: typewriter tweens (visible_ratio) and choice-window generation.
  • vn_rollback_manager.gd - History stack for state rollback (flags/backgrounds/index).
  • visual_novel_patterns.gd - Reusable BBCode effects, choice filtering by flags, sprite layering.

Decision Tree: Script Storage vs Plugin

ApproachWhen to chooseNotes
JSON / CSV scriptsWriters edit outside Godot; rapid iterationLoad via FileAccess or threaded ResourceLoader; validate schema in StoryManager
Custom Resource dialogue treesDesigner Inspector editing, typed fieldsPeer godot-resource-data-patterns; MANDATORY story_manager.gd
Dialogic (plugin)Full VN suite (timelines, characters, themes) with editor toolingPrefer when shipping a large route graph fast; still keep rollback + flag discipline. Skip building a second StoryManager if Dialogic already owns timelines
Build lightweight customTiny kinetic novel / learning projectUse scripts in this skill; do not re-stub StoryManager inline

Do not paste incomplete JSON StoryManager demos — implement from MANDATORY story_manager.gd.


Golden Path (order matters)

  1. Snapshot before mutate — On every advance/choice, MANDATORY vn_rollback_manager.gd pushes {line_index, flags, background, music} before flag writes.
  2. Typewriter + skip — dialogue_ui.gd: Tween visible_ratio 0→1; on skip/advance input set visible_ratio = 1.0 and kill the tween.
  3. Choice filter by flags — Present only options whose requires StringName flags pass; apply choice → mutate flags → jump label (visual_novel_patterns.gd + story_manager.gd).
  4. Speaker focus — move_to_front() on Control actors (not z_index alone) + dim inactive.
  5. Heavy CG/BG — ResourceLoader.load_threaded_request for backgrounds; never sync-parse huge scripts on the main thread.
gdscript
# 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")

Show full SKILL.md (386 more words)Show less

Common Pitfalls

  1. Walls of text — Cap dialogue to 3–4 lines.
  2. Illusion of choice — Always vary lines or flags even on converging plots.
  3. Missing QoL — Auto / Skip / Backlog / Save are mandatory genre features.
  4. Broken rollback — Mutating flags before snapshot makes undo lie.

Deep recipes (on demand)

TopicReference / script
Story driver & typewriter UIarchitecture-overview.md
Branching / rollback / focuskey-mechanics.md
RichText / async loadsgodot-tips.md

Reference

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.

Official Documentation
  • BBCode in RichTextLabel — shake/wave BBCode and append_text for emotional dialogue without plain Label walls.
  • Size and anchors — percent offsets and anchors so character sprites and dialogue boxes scale across resolutions.
  • GUI containers — VBox/HBox choice rows and dialogue chrome instead of absolute pixel layouts.
  • Background loading — ResourceLoader.load_threaded_request so heavy CG/background swaps never hitch the typewriter.
  • Saving games — FileAccess patterns for flags, history stacks, and multi-slot VN saves.
  • Resources — typed dialogue/choice Resources as an alternative to brittle hardcoded JSON strings.
  • Internationalizing games — tr() / CSV keys so script lines stay localization-ready.
  • Audio streams — BGM crossfades and optional voice lines tied to line advances.
  • Using InputEvent — skip/advance/ui_accept handling that finishes visible_ratio instantly.
  • Singletons (Autoload) — persistent flag/history owners across chapter scene changes.
  • Signals — line_advanced / options_presented wiring between StoryManager and DialogueUI.
  • Tween — tween_property on RichTextLabel.visible_ratio for frame-independent typewriter reveals.
Prerequisites
Complements
Downstream / consumers
Master
  • godot-master — library router and mirrored module entry for cross-skill discovery.

© thedivergentai, LGPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 11 other files (scripts, references) in skills/godot-genre-visual-novel of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/architecture-overview.md
  • references/common-pitfalls.md
  • references/core-loop.md
  • references/godot-47-visual-novel-ui.md
  • references/godot-tips.md
  • references/key-mechanics.md
  • references/migration-notes.md
  • scripts/dialogue_ui.gd
  • scripts/story_manager.gd
  • scripts/visual_novel_patterns.gd
  • scripts/vn_rollback_manager.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Genre Visual Novel next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Godot Genre Visual Novel compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Genre Visual Novel this skillthedivergentai/GD-Agentic-Skills821—~3.1kAutomated safety check: PassLGPL-3.0
Konado Scriptgodothub/konado125—~247Automated safety check: PassMIT
Prompt GeneratorLeoYeAI/openclaw-master-skills2.2k—~4.3kAutomated safety check: PassMIT
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration285—~1.5kAutomated safety check: PassMIT

Similar skills

  • Konado Script

    godothub/konado

    视觉小说引擎 Konado DSL (.ks) 的编辑器增强技能包,提供语法高亮、代码补全、静态诊断和代码格式化参考配置。

    125 GitHub stars~247 tokensUpdated 29 days ago
    Game DevelopmentAuto-check passed
  • Prompt Generator

    LeoYeAI/openclaw-master-skills

    Generate high-quality, customizable AI prompts for various use cases including creative writing, problem-solving, education, business, programming, Flutter development, and game development.

    2.2k GitHub stars~4.3k tokensUpdated 2 mo ago
    Game DevelopmentAuto-check passed
  • Godot Gdscript Patterns

    925236118/AlphaAgent

    Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.

    103 GitHub starsUsed in 10 repos~5k tokens
    Game DevelopmentAuto-check passed
  • 2D Map and Scene Generator

    0x0funky/agent-sprite-forge

    Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.

    4.4k GitHub stars~2.9k tokensUpdated 4 days ago
    Game DevelopmentAuto-check passed
  • Godot UI Integration

    zimo-xiao-zheng/godot-ui-integration

    Build or revise Godot UI from an approved design, separated art, or a visual reference when scene structure, gameplay binding, and runtime visual verification all matter.

    285 GitHub stars~1.5k tokensUpdated 1 mo ago
    Game DevelopmentAuto-check passed
  • Godot Wechat Minigame Adapter

    godothub/godot-minigame

    Apply the bundled self-contained Godot WeChat Mini Game adapter kit to an official Godot checkout.

    187 GitHub stars~1.5k tokensUpdated 25 days ago
    Game DevelopmentAuto-check passed

More from thedivergentai/GD-Agentic-Skills

All 98 skills in this repo
  • Godot 2D Animation

    thedivergentai/GD-Agentic-Skills

    Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs.

    821 GitHub stars~3.6k tokensUpdated 1 mo ago
    Auto-check passed
  • Godot 3D World Building

    thedivergentai/GD-Agentic-Skills

    Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders.

    821 GitHub stars~3.3k tokensUpdated 1 mo ago
    Auto-check passed
  • Godot Adapt 2D To 3D

    thedivergentai/GD-Agentic-Skills

    Expert patterns for migrating 2D games to 3D including node type conversions, camera systems (third-person, first-person, orbit), physics layer migration, sprite-to-model art pipeline, and control…

    821 GitHub stars~4.7k tokensUpdated 1 mo ago
    Auto-check passed
  • Godot Adapt 3D To 2D

    thedivergentai/GD-Agentic-Skills

    Expert patterns for simplifying 3D games to 2D including dimension reduction strategies, 2.5D fake-depth, isometric ports, camera flattening, physics conversion, 3D-to-sprite art pipeline, and…

    821 GitHub stars~4.5k tokensUpdated 1 mo ago
    Auto-check passed
  • Godot Agent Vision

    thedivergentai/GD-Agentic-Skills

    Agentic eyes for Godot work: cross-platform screenshot CLI (asset/region/window/screen) to budgeted WebP, TEMP editor viewport bridge under .gdskills/, and Taste Receptor Atlas v2 (~237…

    821 GitHub stars~3.5k tokensUpdated 1 mo ago
    Auto-check passed
  • Godot Animation Tree Mastery

    thedivergentai/GD-Agentic-Skills

    Expert patterns for AnimationTree including StateMachine transitions, BlendSpace2D for directional movement, BlendTree for layered animations, root motion, transition conditions, advance…

    821 GitHub stars~3.6k tokensUpdated 1 mo ago
    Auto-check passed

Works with

Questions about Godot Genre Visual Novel

What does Godot Genre Visual Novel do?

Expert blueprint for visual novels (Doki Doki Literature Club, Phoenix Wright, Steins;Gate) focusing on branching narratives, dialogue systems, choice consequences, rollback mechanics, and…. Godot Genre Visual Novel is an agent skill from thedivergentai/GD-Agentic-Skills. 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.

When should I use Godot Genre Visual Novel?

Godot Genre Visual Novel fits situations like: building story-driven; dating sim games.

How do I install Godot Genre Visual Novel in Claude Code?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-visual-novel -a claude-code`. Or copy the skill folder (skills/godot-genre-visual-novel in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-genre-visual-novel in your project. Claude Code loads it when a task matches its description.

How do I install Godot Genre Visual Novel in Codex?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-visual-novel -a codex`. Or copy the skill folder (skills/godot-genre-visual-novel in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-genre-visual-novel in your project. Codex loads it when a task matches its description.

Can I use Godot Genre Visual Novel in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-visual-novel -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/godot-genre-visual-novel, .gemini/skills/godot-genre-visual-novel, .github/skills/godot-genre-visual-novel and .opencode/skills/godot-genre-visual-novel in your project.

What does Godot Genre Visual Novel need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot Genre Visual Novel is instructions for the agent only.

Does Godot Genre Visual Novel access the network?

SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.

Is Godot Genre Visual Novel safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Godot Genre Visual Novel use?

Godot Genre Visual Novel is published under the LGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot Genre Visual Novel use?

About 3.1k tokens (SKILL.md is roughly 12k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 2.2k tokens, read only when the agent opens those files.

What are the alternatives to Godot Genre Visual Novel?

Skills that share tags, products or a category with Godot Genre Visual Novel: Konado Script (godothub/konado, 125 stars), Prompt Generator (LeoYeAI/openclaw-master-skills, 2.2k stars), Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars) and 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Genre Visual Novel?

thedivergentai (a GitHub user) maintains it in thedivergentai/GD-Agentic-Skills, which has 821 GitHub stars. The repository holds 98 skills in this directory. The repository was last updated on September 9, 2026.

Source: thedivergentai/GD-Agentic-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.