Thin Bevy genre router for Visual novel. Keywords: Bevy, Visual novel, genre, ECS, router.
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-genre-visual-novel
Genre router. Domain work lives in the Bevy skills below.
Load this for dialogue, portraits, and choice flags.
Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.Lines, the visible character index, and route flags are resources. Choice rows are entities. A full script parser stays data you load into those resources.
[package]
name = "visual-novel"
version = "0.1.0"
edition = "2021"
[dependencies]
bevy = "0.20"
One resource owns the script index and the flags later scenes read.
#[derive(Clone)]
struct Line {
speaker: String,
body: String,
}
#[derive(Resource)]
struct Script {
lines: Vec<Line>,
index: usize,
flags: Vec<String>,
}
fn current_line(script: &Script) -> Option<&Line> {
script.lines.get(script.index)
}
fn advance(script: &mut Script) {
if script.index + 1 < script.lines.len() {
script.index += 1;
}
}
fn set_flag(script: &mut Script, flag: &str) {
if !script.flags.iter().any(|f| f == flag) {
script.flags.push(flag.to_string());
}
}
Space advances. Number keys pick a choice and write its flag.
#[derive(Component)]
struct Choice {
key: KeyCode,
flag: String,
next_index: usize,
}
#[derive(Clone)]
struct Line {
speaker: String,
body: String,
}
#[derive(Resource)]
struct Script {
lines: Vec<Line>,
index: usize,
flags: Vec<String>,
}
fn advance(script: &mut Script) {
if script.index + 1 < script.lines.len() {
script.index += 1;
}
}
fn set_flag(script: &mut Script, flag: &str) {
if !script.flags.iter().any(|f| f == flag) {
script.flags.push(flag.to_string());
}
}
fn read_advance(keys: Res<ButtonInput<KeyCode>>, mut script: ResMut<Script>) {
if keys.just_pressed(KeyCode::Space) {
advance(&mut script);
}
}
fn read_choice(
keys: Res<ButtonInput<KeyCode>>,
choices: Query<&Choice>,
mut script: ResMut<Script>,
) {
for choice in &choices {
if keys.just_pressed(choice.key) {
set_flag(&mut script, &choice.flag);
script.index = choice.next_index.min(script.lines.len().saturating_sub(1));
}
}
}
pub struct NovelPlugin;
impl Plugin for NovelPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(Script {
lines: vec![Line {
speaker: "Guide".to_string(),
body: "The gate is shut.".to_string(),
}],
index: 0,
flags: Vec::new(),
})
.add_systems(Update, (read_advance, read_choice).chain());
}
}
Startup spawns two choices. The portrait name is a component on its own entity.
#[derive(Component)]
struct Portrait {
name: String,
}
#[derive(Component)]
struct Choice {
key: KeyCode,
flag: String,
next_index: usize,
}
#[derive(Resource)]
struct Script {
lines: Vec<Line>,
index: usize,
flags: Vec<String>,
}
#[derive(Resource, Default)]
struct ShownLine {
speaker: String,
portrait: String,
body: String,
}
#[derive(Clone)]
struct Line {
speaker: String,
body: String,
}
fn current_line(script: &Script) -> Option<&Line> {
script.lines.get(script.index)
}
fn spawn_scene(mut commands: Commands) {
commands.spawn(Portrait {
name: "guide".to_string(),
});
commands.spawn(Choice {
key: KeyCode::Digit1,
flag: "opened_gate".to_string(),
next_index: 1,
});
commands.spawn(Choice {
key: KeyCode::Digit2,
flag: "walked_away".to_string(),
next_index: 2,
});
}
fn show_portrait(
portraits: Query<&Portrait>,
script: Res<Script>,
mut shown: ResMut<ShownLine>,
) {
let Some(line) = current_line(&script) else {
return;
};
let Some(portrait) = portraits.iter().next() else {
return;
};
shown.speaker = line.speaker.clone();
shown.portrait = portrait.name.clone();
shown.body = line.body.clone();
}
Target: Bevy 0.20+.
Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.
| Piece | Owner | Who may mutate | Schedule |
| --- | --- | --- | --- |
| Data on one entity | Component | One system via Query | Update or FixedMain |
| One value for the whole app | Resource | One system | Startup to insert, then the schedule that reads it |
| Spawn | Commands | The spawning system | Startup for the initial world; later schedules for runtime spawn |
| Order that must not race | .chain() | The chained systems only | Same schedule |
| Plugin boundary | Plugin | build registers systems and resources | Before the app runs |
Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.
| If you need | Do this | Do not |
| --- | --- | --- |
| Per-entity data | Component + Query | A Godot node script |
| App-wide config or clock | Resource | Copy the value onto every entity |
| Stable simulation step | FixedMain and the Fixed clock | Tie simulation to raw frame Update |
| Startup spawn | Commands in Startup | Spawn from a render system |
| Cross-system notice that is not shared state | Message or observer slot in bevy-events-messaging | A new event type invented in this file |
| An API outside the documented set | Check the official docs first | A made-up crate or API |
Load references/ecs-ownership.md for the ownership table.
/0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose..chain() orders them.The library pin on bevy-master stays 0.20.0. Official pages stay on the unversioned latest branch.
latest branch.Component, systems, Query, Startup, Update, and .chain().Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.Take thedivergentai/bevy-genre-visual-novel from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.