Simple and portable visual novels engine with Markdown-like syntax.

Evgeniy Parfenyuk 3411685cc5 Add VN definitions 2 місяців тому
docs 3411685cc5 Add VN definitions 2 місяців тому
external 092f910e1e Add raylib library 2 місяців тому
src 2d88409829 Add license to main.c 2 місяців тому
CONVENTIONS.md 051d1ec4c5 Conventions fix 2 місяців тому
LICENSE.md 634886d8d5 Inital commit 2 місяців тому
Makefile 598bd03f60 Add Makefile and example main.c file 2 місяців тому
README.md ab87554e2e Add build instructions (MacOS UNTESTED) 2 місяців тому

README.md

Vinora Engine

Vinora Engine is a visual novels engine with focus on simplicity and portability.
It doesn't use any script language (like Python in Ren'Py), but instead it use Markdown dialect called Vinora Screenplay.

It's on early stage of development, so it has no use if you an average user.
But if you are a programmer -- you are welcome to contribute.

Table of Contents

Installation

Installing raylib

You have two options here: build raylib manually or get it automatically from Github. They are both easy to do, but for building you need to install additional dependencies, which is not really cool and for auto download you need to rely on Github.

It's up for you what to choose.

Manually building

If you want build raylib manually, you need to prepare some dependencies:

  • Linux
  • MacOS
  • Windows
  • ChromeOS
  • FreeBSD
  • Raspberry Pi
  • Android
Auto download Vinora

So, you need some C99 compiler (we use gcc), make, git and wget.

sudo apt install build-essential git wget

After you installed this, run:

make fetch-raylib

It would download raylib from Github instead of building it.

Building Vinora

Simply run:

make

It would Vinora Engine.
That's all, you've done!


Design

Game structure

Visual novel on Vinora Engine looks like this:

example
├── engine
│   ├── vinora_lin
│   ├── vinora_mac.bin
│   └── vinora_win.exe
├── game
│   ├── bg
│   │   ├── school_day.png
│   │   └── school_night.png
│   ├── cg
│   │   └── debate.png
│   ├── conf
│   │   ├── main.ini
│   │   └── options.ini
│   ├── music
│   │   ├── day.mp3
│   │   ├── home.mp3
│   │   ├── night.mp3
│   │   └── school.mp3
│   ├── sounds
│   │   ├── door.ogg
│   │   ├── exit.ogg
│   │   ├── play.ogg
│   │   └── stop.ogg
│   ├── sprite
│   │   ├── alice
│   │   │   ├── happy.png
│   │   │   └── sad.png
│   │   └── bob
│   │       ├── happy.png
│   │       └── sad.png
│   ├── ui
│   │   └── main_menu.png
│   ├── video
│   │   ├── ending.mp4
│   │   └── opening.mp4
│   ├── Chapter1.vnrs
│   ├── Chapter2.vnrs
│   └── Chapter3.vnrs
├── mods
├── translations
└── run_game.bat

A little bit overwhelming, but it's actually really simple. Let's start with root directory:

example
├── engine
├── game
├── mods
├── translations
└── run_game.bat

run_game.bat is cross-platform (Bash/Batch-compatible) script, which will run a right engine binary from engine/ depending from which OS it was executed.

Than this binary will look at game/ and start reading game script. If user in-game would choose to play mods/ or switch to one of the translations/, it will overwrite any information from mods/ in RAM.
(For example, if I switch to Russian, translations/ru/intro.vnrs would be displayed instead of game/intro.vnrs. Same with mods.)

game/ directory has a bunch of Vinora Screenplay (.vnrs) files and assets directories (bg, cg, conf, video, etc).
Obvious question is why we didn't make general audio/ and video/ directories?

Well, in Vinora Screenplay to play some music you write something like this:

[](music/home.mp3)

So, difference between music and sound is that music is played on loop. You can change by appending {loop} or {!loop}, but still, this is default behaviour.

And the only way how Vinora can distinguish music from sound or sprite from bg is by parsing their directory name.

Vinora Script overview