beasty-visual-novel / getting-started / house-demo.md
The House Demo
The package ships a complete mini-game at Demos/HouseDemo: you wake up in a small house, meet your
housemate Mia, and run one short quest for her. It exists so you can see every major system working —
free roam, time, routines, quests, inventory, the talk menu, saves, localization — before you build any of
it yourself. Ten minutes of play, and every one of those words has a picture attached.
Running it
Open Demos/HouseDemo/HouseDemo.unity in the Project window and press Play. Nothing to configure.

The demo is also worth keeping open in the editor: its assets — the two DialogueScenes, the map, the
quest catalog, the characters — are ordinary project assets, authored exactly the way yours will be. When
a docs page describes a window, opening the demo’s version of that content is the fastest way to see a
populated example.
What it demonstrates, and where to look
| You play | The system behind it |
|---|---|
| A prompt asks your name (leave it blank and you stay “Alex”) | The Ask block and player rename — Characters |
| Two profile questions, then a scene that reacts to them | Variables set by choices, routed by an invisible decision — Choices and decisions |
| Two connected rooms, with doors | Free roam and the map graph — Free-roam rooms |
| Clicking the bed turns day into night, and the backgrounds change | Game time (dayparts) and conditional backgrounds — Game time |
| Mia is in the living room by day, gone at night — except Sunday | A weekly routine — Character routines |
| ”A Good First Impression”: talk to Mia, then find her book | A two-stage quest with a gather-and-deliver objective — Quests |
| The book appears in the bedroom only mid-quest, and goes to your inventory | Conditional visibility and items — Items and inventory |
| Talking to Mia opens a menu; one entry only appears at friendship 10+ | The talk menu with conditional entries — The talk menu |
| Mia’s profile, stats and weekly calendar screens | Character screens — Character screens |
| Save, quit Play, load — day, quest and inventory come back | Saving — Saving and loading |
| Switch English/Spanish in Preferences, mid-game | Localization — Localization |
Two details worth noticing while you play. The decision that reacts to your profile answers shows the
player nothing — the two greeting scenes differ because a decision node routed on the bold variable.
And the demo has no music on purpose: its queues are empty, which is the documented way to say
“silence in this mode”.
Reading the story source
The whole story is authored in the text-script format, kept in sync with the graph:
Demos/HouseDemo/Scripts/HouseIntro.vnbeasty— the wake-up scene: the rename prompt, the two profile choices, the invisible decision, and the exit into free roam.Demos/HouseDemo/Scripts/HouseInteractions.vnbeasty— everything in the house: Mia’s talk menu branches, the quest beats, the book pickup, the shelves.
Open either in the Story window’s Text tab, or in any text editor. They are short, and they use the
same .vnbeasty constructs the syntax reference
documents — a working example of ask, quest, deliver, give, conditions and freeroam exits.
The placeholder art
All art is labeled placeholder PNGs under BeastyVN/Sprites/ — the same folder that holds the package’s
UI art — flat colors with the asset’s name stamped on them (LIVING ROOM - DAY, MIA, BOOK…). Eighteen
files, named by role:
| Prefix | Files | Used as |
|---|---|---|
bg_ | bg_living_day, bg_living_night, bg_bedroom_day, bg_bedroom_night | Room backgrounds, one per daypart |
char_ | char_player_full, char_mia_full | Stage sprites |
portrait_ | portrait_player, portrait_mia | Dialogue portraits |
pose_ | pose_mia_living | Mia standing in the room |
item_ | item_book | The quest item |
door_ | door_to_living, door_to_living_night, door_to_bedroom, door_to_bedroom_hover | The clickable doors, with a night variant and a hover variant |
prop_ | prop_shelf, prop_shelf_night, prop_bed, prop_bed_night | The clickable furniture, with their night variants |
Replace any file with final art of the same name and nothing needs rewiring — every reference in the demo points at the file, not at a copy. The demo never overwrites an existing PNG, so your replacements are safe.
This makes the demo a usable skeleton for your own game: rename nothing, swap the art, rewrite the
.vnbeasty files, and the wiring — rooms, screens, save/load, localization — is already done.
See also
- Installation — where the package puts things
- Your first scene — build the same thing from an empty scene
- Core concepts — the vocabulary the demo just showed you
- The text script — the format the demo’s story is written in
- Quests — the system behind “A Good First Impression”