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 House Demo living room in Play, with Mia and the interactables

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 playThe 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 themVariables set by choices, routed by an invisible decisionChoices and decisions
Two connected rooms, with doorsFree roam and the map graph — Free-roam rooms
Clicking the bed turns day into night, and the backgrounds changeGame time (dayparts) and conditional backgrounds — Game time
Mia is in the living room by day, gone at night — except SundayA weekly routineCharacter routines
”A Good First Impression”: talk to Mia, then find her bookA two-stage quest with a gather-and-deliver objective — Quests
The book appears in the bedroom only mid-quest, and goes to your inventoryConditional 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 screensCharacter screens — Character screens
Save, quit Play, load — day, quest and inventory come backSaving — Saving and loading
Switch English/Spanish in Preferences, mid-gameLocalization — 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:

PrefixFilesUsed as
bg_bg_living_day, bg_living_night, bg_bedroom_day, bg_bedroom_nightRoom backgrounds, one per daypart
char_char_player_full, char_mia_fullStage sprites
portrait_portrait_player, portrait_miaDialogue portraits
pose_pose_mia_livingMia standing in the room
item_item_bookThe quest item
door_door_to_living, door_to_living_night, door_to_bedroom, door_to_bedroom_hoverThe clickable doors, with a night variant and a hover variant
prop_prop_shelf, prop_shelf_night, prop_bed, prop_bed_nightThe 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