Skip to content

A Kotlin library that provides a framework for writing visual novels for JVM. At its core Ktvn provides a flexible and extensible DSL for structuring and writing visual novels and interactive stories.

License

Notifications You must be signed in to change notification settings

benpollarduk/ktvn

Repository files navigation

Ktvn

Ktvn is a framework for writing visual novels in Kotlin or Java. It is largely based on Kotlins strong Domain Specific Language (DSL) capabilities. The aim of Ktvn is to provide a flexible framework for writing visual novels that can be pulled in to other projects. Ktvn provides a quick, natural and flexible syntax that is easy to pick up and simple to maintain, while retaining Kotlins powerful and feature rich syntax.

main-ci codecov Quality Gate Status Maintainability Rating Security Rating Vulnerabilities Bugs GitHub release License Documentation Status

Getting Started

Clone the repo

Clone the repo to the local machine.

git clone https://github.com/benpollarduk/ktvn.git

Hello World

// a ktvn visual novel requires a configuration, DynamicGameConfiguration provides a default that can be tailored to the UI being used
val configuration = DynamicGameConfiguration()

// the configuration requires an engine to process input and output. the engine itself will vary depending on the UI framework being targeted
configuration.engine = AnsiConsoleGameEngine()

// the narrator provides a class that can narrate the story
val narrator = Narrator(configuration.gameAdapter.narratorAdapter)

// create a simple story
val story = story {

    // add a single chapter
    this add chapter {

        // add a new scene
        this add scene {

            // set the steps that make up the scene
            this steps listOf(

                // include a simple narration step
                next { narrator narrates "Welcome to a Ktvn visual novel!" }
            )
        }
    }
}

// a visual novel provides a wrapper for a story that hooks together the story and the configuration
val visualNovel = VisualNovel.create(story, configuration)

// a game provides an object that is used to control execution of the visual novel
val game = Game(visualNovel)

// execute the game synchronously
GameExecutor.execute(game)

Example visual novels

The quickest way to start getting to grips with the structure of Ktvn and the DSL is by taking a look at the examples. Example visual novels are provided in the ktvn-exmples directory and have been designed with the aim of showcasing the various features.

Running the examples

The included examples can be run with a couple of included apps:

Prototyping console

The prototyping console is useful for running through visual novels through a basic console application.

  • Build the prototyping console.
./gradlew :app-ktvn-prototyper-console:build
  • Run an example through the prototyping console.
cd app-ktvn-prototyper-console/build/libs
java -jar app-ktvn-prototyper-console-all.jar

Prototyping Swing UI

The prototyping Swing app provides a simple application that supports the core Ktvn concepts.

  • Build the prototyping Swing app.
./gradlew :app-ktvn-prototyper-swing:build
  • Run an example through the prototyping Swing app.
cd app-ktvn-prototyper-swing/build/libs
java -jar app-ktvn-prototyper-swing-all.jar

Story Structure

A Ktvn visual novel starts with a Story. A Story contains one or more Chapters. Each Chapter contains one or more Scenes. Each Scene contains one or more Steps. There are several types of Step, and Step is extensible so that the DSL can be customised.

For example:

Story
├── Chapter
│   ├── Scene
│   |   ├── Step
│   |   ├── Step
│   |   ├── Step
|   ├── Scene
│   |   ├── Step
│   |   ├── Step
├── Chapter
│   ├── Scene
│   |   ├── Step
|   ├── Scene
│   |   ├── Step

Simple classes and DSL exist to support characters, narration, choices, flags, emotions and positioning of characters and more. Emotions and character positions are fully and easily extensible. When a characters emotion or position changes a listener is invoked, so regardless of the UI system being used to render the visual novel these events can be heard and invoked. Each event requires an acknowledgment before the story continues, so flow control is easy. Listeners are provided for:

  • Speak - when a character speaks.
  • Narrate - when the narrator narrates.
  • Move - when a characters position changes.
  • Emote - when a characters emotion changes.
  • Animate - when a characters animation changes.
  • Ask - when either the narrator or a character asks a question.
  • Scene - when scenes transition.
  • Chapter - when chapters transition.
  • Audio - when audio is changed.

Execution

Stories can be executed as a Game. Games must be executed through the GameExecutor, an object dedicated to game management. The game executor can run games synchronously or asynchronously.

// execute the game synchronously
GameExecutor.execute(game)

Or:

// execute the game asynchronously
GameExecutor.executeAysnc(game) {
    // TODO: handle game completion
}

The constructor for Game objects accepts an instance of VisualNovel. The VisualNovel is a critical component of Ktvn, it essentially wraps a Story and a GameConfiguration into a single discoverable file. The GameConfiguration ties together how the story and the UI interact with one another. Please see the Integration section of this readme for more information.

Persistence

Persistence is handled in three distinct parts, GameSave, RestorePoint and StepTracker .

GameSave

The users settings, endings reached and total seconds played are saved in a GameSave.

val gameSave = game.getGameSave()
GameSaveSerializer.toFile(gameSave, path)

RestorePoint

Progress in a game can be persisted as a RestorePoint. A restore point can be generated at any point before, during or after a games execution and persisted to file using the RestorePointSerializer. This stores the users current position in the game, flags and has a name, a creation date and time and a thumbnail.

val restorePoint = game.getRestorePoint("File1")
RestorePointSerializer.toFile(restorePoint, path)

StepTracker

The StepTracker tracks which steps have been viewed by the player. This is important as it allows the skip feature to skip viewed steps on a subsequent play through. As default a StepIdentifierTracker is provided and records steps with a deterministic identifier.

gameEngine.stepTracker.persist(path)

Core DSL

The Ktvn DSL is simple but powerful. Each step in a story has access to the parent story's flags, which allows variables such as user responses to be captured and made accessible to other steps. Ktvn is in the very early stages of development and the DSL in particular may change.

next

next is a simple step to allow one or more actions to take place. For example, the narrator can say a line:

next { narrator narrates "Although Michel has remained amicable, the witch, Morgana, has not." }

Or a character may speak:

next { morgana says "The two of us are cursed to spend eternity in this mansion." }

Or a character may think:

next { morgana thinks "I could never tell Michel I don't actually think he is a fool." }

Characters can show emotions:

next { michel looks concerned }

Characters can be animated:

next { michel begins shaking }

Change position on the screen:

next { layout moveRight morgana }

Or play a sound effect:

next { audio sfx sfxFromResource("crash") }

then

then is very similar to next, but allows the step to be named. This is useful if the story needs to jump to this step.

then {
    this name "Michel shows anger"
    this does {
        michel looks angry
    }
}

choice

choice allows the user to present a question to the user and receive an answer. A character or the narrator can ask a multiple choice question:

choice {
    morgana asks question {
        this line "Why we do, don't we dear?"
        this option answer {
            this line "Of course."
            this does { flags ->
                flags setTrue "Michel likes Morgana"
            }
        }
        this option answer {
            this line "I hate you!"
            this does { flags ->
                flags setTrue "Michel hates Morgana"
            }
        }
    }
}

Each choice can have multiple options. Each option has an optional script specified by the does keyword. Notice the use of the flags class. A single instance of Flags exists for each game and can be used to pass values between steps. Each flag has a string key and a boolean value. If a flag does not exist when it is read then false will be returned as default. In this case a flag is set to register the option that the user picked.

decision

decision is very similar to choice, but allows the step to be named. This is useful if the story needs to jump to this step.

decision {
    this name "Michel's feeling towards Morgana"
    this does {
        morgana asks question {
            this line "Why we do, don't we dear?"
            this option answer {
                this line "Of course."
                this does { flags ->
                    flags setTrue "Michel likes Morgana"
                }
            }
            this option answer {
                this line "I hate you!"
                this does { flags ->
                    flags setTrue "Michel hates Morgana"
                }
            }
        }
    }
}

conditional

conditional allows a step to only be invoked if a specified condition is met.

conditional {
    this condition "Michel likes Morgana"
    this does {
        morgana looks amused
        morgana says "Fool, I despise you!"
    }
    this returns Continue
}

The condition keyword specifies the flag. If that flag is set to true then the script specified by the does keyword will be executed. Lastly the returns keyword specifies the result of the step so that the story can continue, branch or end as required.

pause

pause is a step that prevents the story from progressing for the specified duration.

pause {
    this seconds 5
}

The seconds keyword allows the delay time to be specified, in seconds. Shorter delays can be specified in milliseconds using the milliseconds keyword.

clear

clear is a step that signals that the current scene should be cleared. The engine is responsible for actioning this in a way that makes sense for the executing game.

clear { }

Suggested use cases are for clearing the text from a narrative scene, or removing all dialog from a dialog scene.

interactive

interactive is a step that adds extensibility to the game in the form of allowing other components to be called. For example, some visual novels may contain mini-games. Providing the mini game implements or is wrapped by InteractiveComponent it can be invoked in a step.

interactive {
    this element component
    this args arrayOf("args1", "args2")
}

An example of wrapping a component:

val component = object: InteractiveComponent {
    override fun invoke(args: Array<String>, flags: Flags, cancellationToken: CancellationToken): StepResult {
        /* invoke your component here.
           for example, you could:
            -invoke a mini-game
            -check something on the operating system and set a flag
            -play a video
            -anything else, it is up to you.
          The cancellationToken can be used to signal cancellation to your component.
          This function will need to return a StepResult which can be used to signal back to the story how it should 
          continue following execution of the component.
        */
        return StepResult.Continue
    }
}

end

end is a simple step that signifies that an ending has been reached.

end {
    this ending Ending("True End.", 1)
}

The ending that was reached can be specified with the ending keyword.

For further examples please see the ktvn-example directory in the repo.

Progression

Progression through a story is controlled by the ProgressionController, which is part of the GameEngine. The following progression modes are supported:

  • Wait for acknowledgement - the user must acknowledge each step.
  • Skip - previously viewed steps will be skipped.
  • Auto - the step will be acknowledged after a specified time.

Integration

Ktvn provides a structure, DSL and flow control for creating visual novels, but it does not provide a framework for creating UIs and managing assets. Many frameworks for this exist. To integrate with a story a GameConfiguration is required. The easiest way of achieving this is by using DynamicGameConfiguration with a GameEngine. Please see AnsiConsoleGameEngine for a simple example that demonstrates how to create a game engine that integrates with an ANSI compatible console.

The UI and the GameEngine will be unique for each project. In app-ktvn-prototyper-console the UI is provided by the terminal and AnsiConsoleGameEngine interacts directly with this.

ktvn-sequencing-overview-components.png

The following sequence diagram shows the sequence of starting a game and a character speaking then asking a question:

ktvn-sequencing-overview.png

Prototyping

Ktvn is focused on providing a framework for writing visual novels that can be pulled in to other frameworks rather than attempting to provide a full solution for writing visual novels from start to finish. This puts some emphasis on writing an engine to fit the target framwork but allows for bespoke UI solutions to be created. However, a swing prototyping app is included in the repo to help with the prototyping phases of development. Please see app-ktvn-prototyper-swing for more information.

ktvn_prototyper_example

The source for some of the above scene:

internal fun onTheLaunchPad(): Scene {
    return scene {
        this name "On the launch pad"
        this background shuttleDay
        this music shuttleDayMusic
        this layout createLayout {
            this addLeftOf sophie
            this addRightOf toki
            this configure configuration.gameAdapter.layoutAdapter
        }
        this steps listOf(
            next {
                layout moveCenter sophie
                sophie looks normal
                sophie says "Where has that fool gotten to now?"
            },
            next { audio sfx sfxWoosh },
            next {
                layout moveLeft sophie
                layout moveRight toki
                toki looks normal
                toki says "Here I am!"
                toki says "Ready for duty!"
            },
            next {
                sophie looks happy
                sophie says "Ever the fool."
            }
        )
    }
}

Documentation

Please visit https://benpollarduk.github.io/ktvn-docs/ to view the Ktvn documentation.

Please visit https://benpollarduk.github.io/ktvn-api-docs/ to view the Ktvn Api documentation.

For Open Questions

Visit https://github.com/benpollarduk/ktvn/issues

About

A Kotlin library that provides a framework for writing visual novels for JVM. At its core Ktvn provides a flexible and extensible DSL for structuring and writing visual novels and interactive stories.

Topics

Resources

License

Stars

Watchers

Forks

Packages

 
 
 

Languages