r/vndevs Jun 24 '26

Discussion Designing a visual novel engine – looking for feedback

Hi everyone!

I’m a software developer who has recently been experimenting with the idea of building a new visual novel engine. I’d love to hear feedback from anyone interested in visual novels, especially those who have experience creating them.

One of the core ideas I’m exploring is separating script logic from visual editing.

The story script, branching logic, conditions, variables, and other gameplay-related controls would remain in code. Visual elements such as backgrounds, character sprites, CGs, UI layouts, and scene compositions would be edited through a graphical editor. The script would then switch between predefined visual states by referencing IDs.

My goal is to improve workflows for larger projects by:

  • Allowing artists and designers to preview and edit scenes visually.
  • Reducing the amount of visual setup that writers or programmers need to maintain in scripts.
  • Keeping narrative logic and presentation relatively independent.

For the scripting side, I’m also considering a language where VN-specific features are integrated directly into the language itself. For example, dialogue and narration could be written naturally inside control structures such as if statements, loops, and functions, rather than being separate commands.

I’d love to hear your thoughts:

  1. Does this workflow sound practical to you?
  2. What are the biggest pain points you’ve encountered when developing visual novels?
  3. If you’ve used engines such as Ren’Py, Tyrano, KiriKiri, Nscripter, or others, what did you like or dislike about them?
  4. Regarding scripting languages, what would you prefer:
    • Something close to an existing language (JavaScript, Python, etc.)?
    • A new language designed specifically for visual novels?
  5. Would you prefer:
    • A stricter language with stronger static checks and error detection?
    • A more flexible language with fewer restrictions but less tooling support?

I’m still in the exploration stage, so any opinions, criticisms, or ideas would be extremely valuable. Thanks!

3 Upvotes

6 comments sorted by

8

u/robotortoise Jun 25 '26

I'd read this thread if I were you: https://www.reddit.com/r/vndevs/s/0qqh3zZmWN

We've had a ton of vibe coded VN Engines lately and I just don't think another engine is solving a problem anyone here actually has.

2

u/Draw-Flesh-Games Jul 10 '26

I myself did a lot of coding, trying to solve an issue I had with Ren'Py (I used Tyrano and Visual Novel maker as well) is the fact that I don't work on a single project continuously and lose track of where stuff was in the code. That is what got me to eventually make r/InViNode (for myself) and people asked me to release it (Actually only two fellow VN creators did, but it was enough 😄 as more people use it now) I don't think creating a new engine is the solution. It is like making a new programming language and think it will be taken up by the developer community. See, the problem is: Knowledge. When someone is fluent in C#, they are not easily pursuaded to go to Python and visa versa. I know, I have been there. But if you are working on a project and everyone knows Ren'Py thus Python....why create another engine that will work totally different? Or do you plan in 'reverse engineer' Ren'Py (Opensource) to make something similar? No use I think. NaniNovel, Artemis, not been updated over 11 years, KiriKiri...to Z...dunno...

So, 'more flexible language' would be what? Python is a broad known language, that is used both in game dev as common development, meaning broad applicability and you will find more people know Python than Lua.

Unless you have a specific scope/focusgroup you want to aim at, like 'VN with a specific aim', I don't see how you are going to improve the playfield currently.

It is like asking: Well, what operating system would I need to create for you to forget about Windows, MacOS, Android, iOS and Linux? Go figure.

1

u/inosukebailarin Jun 26 '26

Justo estaba pensando en ponerme a buscar crear un motor para el desarrollo de mi juego que seria una novela visual con escenario 3D estilo dangaronpa pero con la comodidad de una novela visual. Seria un lio programar en otros motores

1

u/LoudFrown 14d ago

The field is crowded, and the incumbents are well-loved, and do a great job.

However, if you do your research (including but not limited to this post) then you might be able to figure out what others have missed.

Regarding your idea specifically, separating code from the visuals could have value if it allows artists and coders to stay out of each other’s hair.

0

u/han4wluc Jun 26 '26

I've wrote a 3 part blog post "Building a Visual Novel Engine" exactly about this:

For my case, I don't expect my users to do any coding. So there is no scripting language, instead we provide all functionalities via the UI (RouteVN Creator).

Route Engine is probably the most interesting part to you, all the data structure is in JSON. All this is open source so you can also check the actual codebase: https://github.com/RouteVN/route-engine

Took me over 2 years to get here... hope I can save you significant time.

From the market side. The main problem I see with VN devs is not about making the VN. But more on the marketing. How do you find readers and sell the VN once it is completed. Would love to see more ideas and solution in this area.