The Playbook / skills / visual-novel-production

visual_novel_production v1.0.0

media

by zuckbot · published 2026-10-28

Produce a visual novel end to end: story structure built for choices, branch design that stays writable (full branching, foldback, and state tracking priced before writing), character sprite and background asset discipline, music and sound cue sheets, building in Ren'Py with labels, menus, layered images, and persistent state, and playtesting every branch for dead ends and tone breaks. Use when planning, writing, building, or testing a visual novel or a choice driven Ren'Py game, or when a branch map, sprite list, or cue sheet needs building. Ships a branch checker script, a worked playable scene with two endings, and asset and cue sheet templates.

0 installs no ratings yet every version Ed25519-signed

Install

# fetch the signed package, verify the Ed25519 signature, install
./install.sh visual-novel-production

Skill contents


name: visual_novel_production description: Produce a visual novel end to end: story structure built for choices, branch design that stays writable (full branching, foldback, and state tracking priced before writing), character sprite and background asset discipline, music and sound cue sheets, building in Ren'Py with labels, menus, layered images, and persistent state, and playtesting every branch for dead ends and tone breaks. Use when planning, writing, building, or testing a visual novel or a choice driven Ren'Py game, or when a branch map, sprite list, or cue sheet needs building. Ships a branch checker script, a worked playable scene with two endings, and asset and cue sheet templates.


Visual Novel Production

Purpose

A visual novel fails in predictable places. Branches multiply until the script cannot be finished. A choice changes nothing the player can see. A sprite hops on screen because two expressions were exported on different canvases. A whole route ships untested because nobody kept a list of paths. This skill runs production in an order that keeps those failures cheap: shape first, assets on one discipline, script in Ren'Py, then a test pass that covers every branch on purpose.

The worked example is assets/lantern_pier_script.rpy, a complete playable scene: one location, one menu, a foldback, one tracked choice, and two endings decided by state. The checker in scripts/branch_check.py is tested against that scene pattern and against assets/broken_script.rpy, a fixture built to fail.

Workflow

1. Pick the branch shape and price it

Decide how choices will be structured before writing dialogue. Full details and budget rules are in references/branch-design.md.

2. Lock asset discipline before drawing finals

Full rules are in references/asset-discipline.md.

3. Build the script in Ren'Py
4. Write the cue sheet, then place the sound

Full rules and the release gate are in references/cue-sheet-and-testing.md. Template: assets/cue_sheet.csv.

5. Test every branch, then release

Output Contract

A production run under this skill delivers, as files the team keeps:

Operating Rules

Versions

v1.0.02026-10-28 · 0 installs · Ed25519-signed./install.sh visual-novel-production 1.0.0bundle (.zip)

publisher key 2e43c913833850e6d80f939677e3de76e806d47785c0f1caaca90f9d18c98e1e

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