VNLEWIKIBuild stories. Connect worlds.
English

Resources: your game world

Resources describe recurring things in your story: items, quests and locations. Create each once, then select it in game actions. A resource describes what something is; an action asks the game to do something with it.

Download The Harbour Key

Start with the example

Download and unzip The Harbour Key. Open the project folder in VNLE. The example uses English names so you can find the same entries in every interface language. Open Resources: Items contains Warehouse key, Quests contains Open the warehouse, and Locations contains Old warehouse.

Create and describe a resource

  1. Open Resources, select Items, Quests or Locations, then choose Create resource.
  2. Enter a name and confirm.
  3. Select the entry in the left list.
  4. Edit its name and description on the right.
  5. For items and locations, you can assign a picture from the gallery or import one.
  6. That picture helps you organize VNLE; it does not automatically become a game background or inventory icon.

Items: the warehouse key

An item is a reusable description of an object. In Harbour, the Receive the key node passes Warehouse key to Give item. The game decides whether the inventory accepts it. Received continues the purchase; Declined refunds the gold. Merely creating an item does not add it to an inventory.

Quests: goals and progress

A quest describes a task and its goals. Open Open the warehouse: the example now contains Get the warehouse key and Open the warehouse. Use Add objective to add another goal; edit its text or description, reorder it or remove it. These are descriptions, not automatic completion checks.

In this example, HasKey and QuestComplete remember progress as true/false values. A condition reads a value; a Change variable node changes it. QuestAccepted marks the accepted purchase and returns to false if delivery is declined. Your game connects these values or game actions to its quest journal.

Locations: request a change of place

A location names a place such as Old warehouse. For a visual novel, a game action can ask the game to show that location. The engine chooses the background, music and transition. A Jump node changes where the story continues; it does not itself change the visible game scene.

Use a resource in a scene

  1. Select Old warehouse and choose Use in story.
  2. Select an existing action with a location input, or create a new reusable action and give it a name.
  3. Choose the scene and Add to scene.
  4. VNLE creates an action node with this location already selected.
  5. Connect every outcome to a following node or an End, and connect the action into your story.

Try the prepared location scene

  1. Open Location practice and select Enter the warehouse.
  2. Start Play from that node.
  3. You see Enter location and its input Location: Old warehouse.
  4. Choose Completed: the arrival dialogue appears.
  5. Restart and choose Cancelled: you stay at the harbour.
  6. Both paths end.
  7. The preview shows and simulates the request; it does not change an engine background.

Understand inputs and outcomes

Open Game actions and select Enter location. Its Location input expects a location reference; Completed and Cancelled are the two outcomes. The reusable action defines the possible request. Each action node chooses the actual location and the continuation for each outcome. Connect both paths, even if they lead to the same End.

Translate and reuse safely

Use the language bar on a resource to edit its translated name and description. Quest goal texts can also be translated. After changing a source text, check its translations. The resource keeps its ID when renamed, so references still point to the same entry.

Find uses and remove entries

The All, Used and Unused filters narrow the list. Used in shows referring nodes and action defaults; open a use to inspect it. A referenced resource cannot be removed until those references are changed or removed. An unused resource is not automatically an error: you may be preparing it for later.

What reaches the game?

The story export carries resource IDs and text. VNLE preview images do not automatically map to engine assets. Use the existing game-integration guide to connect a resource ID to your own background or inventory. The separate location-practice.story.json export below belongs to the prepared practice scene; the main Harbour purchase remains unchanged.

Location practice: real story export

Play and test · Find, save and organize

Image gallery & categories · Languages & translation · Bring content into your game

Step-by-step guide