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SKILL.md
Genre: Visual Novel
Branching narratives, meaningful choices, and quality-of-life features define visual novels.
Core Loop
Read → dialogue / narration
Decide → choice moment
Branch → flag or path change
Consequence → immediate line variation and/or lasting flag
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.loadthreadedrequest() 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 visibleratio 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 zindex for Control node priority if input handling is required; strictly use moveto_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.
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 [storymanager.gd](scripts/storymanager.gd).
Golden Path (order matters)
Snapshot before mutate — On every advance/choice, MANDATORY [vnrollbackmanager.gd](scripts/vnrollbackmanager.gd) pushes {line_index, flags, background, music}before flag writes.
Typewriter + skip — [dialogueui.gd](scripts/dialogueui.gd): Tween visibleratio 0→1; on skip/advance input set visibleratio = 1.0 and kill the tween.
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.loadthreaded_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.