Hello my friend,
Thanks for your feedback. Sure, i will add chinese and japanese in the future.
Yes, this character will probably be our muse for the rest of Capsule's life :)
Viewing post in Capsule VN Engine - a visual novel engine comments
Hello CapsuleTeam!(✧∇✧)!
Thank you so much for your warm and prompt reply! It's great to hear that Chinese language support is on the roadmap - I'm really looking forward to it!
I've tried the engine and I'm impressed by its potential! The support for variables and branching is a solid foundation for storytelling.
To help me plan my project better, I have a couple of questions about the future direction:
Are there any plans to make the exported HTML project more optimized for packaging into standalone applications (like APKs for mobile)?
Could you tell me a bit more about the two characters (the green-haired one and the red-haired girl who loves painting)? They both have such unique and charming designs! Are they the official OCs of the team? They really spark imagination!One day, after I practice my painting skills, I want to draw free illustrations for them.
Wishing you the best with the development! I'll be cheering for you from the sidelines.
Best regards!♥(。→v←。)♥
Hello! (✧ω✧)
Thank you so much for your energy and kind words! It really motivates me. I am indeed working hard to make Chinese support a reality soon.
Regarding your questions:
1. Mobile Packaging (APK): Actually, Capsule VN Engine is inherently optimized for this! Because it exports a Single HTML File with zero external dependencies (no folders, no loose assets), it is incredibly easy to wrap into an APK. You can use tools like Capacitor, Cordova, or even simple "Website to APK" converters. You just feed them your game's HTML file, and since all data is embedded inside, it works offline on mobile immediately without any path/loading issues. We plan to write a tutorial on this in the future!
2. The Characters: I am so happy you like them! Yes, they are the official mascots of the engine.
- The green-haired girl is Aiko, she represents the logical/coding side of the engine.
- The red-haired girl is Laetitia, the creative artist soul that help me!
I would be absolutely honored to see your illustrations of them! Please do share them if you draw them one day!
Thank you again ♥
Feature Suggestion: Enhancing Input Box for Richer Branching Narratives
Hi!CapsuleTeam!ദ്ദിᵔ.˛.ᵔ₎✧
Thank you so much for your detailed and encouraging reply! It means a lot to me as someone who is passionate about creating interactive stories and truly believes in the potential of CapsuleVN Engine.
I'm particularly excited about the official mascots, Aiko and Laetitia. They perfectly represent the two sides of creation - logic and art. I'm currently learning drawing skills, and it's my goal to create illustrations for them once I feel confident in my abilities. I would be honored to contribute as an early supporter!
♡(*´∀`*)人(*´∀`*)♡
Based on my experience with other visual novel engines, I have a feature idea that I believe could greatly empower creators to build more immersive and branching narratives.
Thank you for your detailed and encouraging reply regarding the APK export and the official characters! I'm very excited about the future of the Capsule engine.
I'm an indie creator passionate about narrative-driven games. While exploring tools, I often imagine scenarios where players advance the plot by typing specific words or phrases rather than just selecting from multiple choices. For example:
In a puzzle segment, entering a secret code (like "moonlight" or "raven") to unlock a door.
The story branches based on a key response the player types.
I understand that complex Natural Language Processing might be challenging to implement. Therefore, I'd like to suggest a potentially more feasible feature: a customizable "Keyword Input & Judgment" component.
The ideal functionality might include:
Preset Keywords: Creators can pre-set several keywords or phrases they expect players to input (e.g., setting keyword "trust" to trigger branch A, and "silence" for branch B).
Fuzzy Matching: The system could recognize if the player's input contains these keywords, without requiring exact match, improving user experience and error tolerance.
Conditional Jump: Upon a successful match, the game could jump to a designated storyline or scene, similar to handling conditional branches.
This functionality would unlock new possibilities for genres like mystery, puzzle, and high-freedom RPGs, moving interactions beyond multiple-choice questions towards "open dialogue" or "password-based" immersion.
I've previously used an engine called Kocho (which has a blue butterfly as its icon) for simple prototypes. Its interface was quite intuitive for basic input handling. Perhaps some interaction logic from it could offer a reference point for usability design, even though Kocho is no longer updated.
Implementing such a feature would be a groundbreaking "killer feature" for creators focusing on deeply interactive stories. Thank you again for creating such a promising tool and listening to community feedback! I look forward to witnessing the growth of the Capsule engine.
Best regards!つ♡⊂
——❤️🌹CH白棣
Hello again CH白棣! (つ✧ω✧)つ
Thank you so much for this incredibly detailed feedback! I really appreciate you taking the time to explain the logic and even citing Kocho as a reference (I remember this engine, it had some great ideas!).
I have great news for you: You are perfectly in sync with my roadmap.
i was just analyzing the roadmap for the next major updates, and a "Text Input / Keyword System" is actually in our priorities! Your suggestion confirms that this is exactly what creators need right now to unlock the Mystery/Puzzle genre.
I will definitely implement the logic you described:
- Input Variable: Storing what the player types into a variable (e.g.,
player_answer). - Keyword Matching: Checking if the input contains specific words (Fuzzy match) or matches exactly.
- Conditional Logic: Jumping to different scenes based on the result.
Consider it done! This feature will be integrated into the upcoming v1.8 update (because the 1.7 is already done but not released yet).
Thank you for helping us shape the future of Capsule. Your feedback is invaluable! ❤️
Best regards, Capsule Team
Hello Capsule Team!(≧ω≦)/♡Thank you so much for your incredibly detailed and encouraging reply! It truly made my day.
I'm thrilled to hear that my suggestion aligns with your roadmap and that the feature is planned for v1.8! This is fantastic news and honestly feels like a wonderful, unexpected birthday gift to me today. I was expecting a quiet day, but your response has made it special.
v(◦'ωˉ◦)~♡
I have a couple of additional thoughts and questions, if you have a moment:
Learning Resources: For a beginner like me, will there be tutorials available in multiple languages in the future? Well-organized guides would be incredibly helpful for creators worldwide to get started easily.
Offline Editor: I understand that building a native app takes time. But I'm curious if there are any future considerations for a downloadable offline editor? This would be a huge help for users in regions where accessing online editors can sometimes be unstable due to network issues (like the need for a VPN to reliably access itch.io).
Mobile-Friendly Development: Related to the above, is there any plan to improve the mobile browser experience for creating projects? Making the web editor more mobile-friendly would be a game-changer for many.
The potential of the input feature is huge, and I can't wait to see it bring new possibilities to mystery and puzzle games. I'm also very much looking forward to the tutorial on packaging HTML into APKs that you mentioned previously!
Wishing you the best with the development! I'll be following the project closely.
Best regards!♥🌹
——白棣♡♥(。´▽`。)♥♡
Happy Birthday, 白棣! (≧ω≦)/♡
That is such a wonderful coincidence! I am so happy that my answer could be a small gift for your special day. Thank you for your kindness and your enthusiasm! 🎂
Regarding your excellent questions, I have some very good news for you:
1. Offline Editor (Great news!) You actually don't need to wait! The downloadable version currently on the Itch.io page (the .exe file) IS the full Offline Editor.
- How to use it: simply download and install the software. It contains the full engine and runs completely offline on your PC, exactly like a native app. No internet connection needed!
- For non-Windows users: Since Capsule is built on web technology, I am also considering uploading the "Raw HTML" version as a portable alternative for Mac/Linux users who cannot run the .exe installer.
2. Mobile-Friendly Editor This is a big challenge! Since v1.8 wil add many complex features, the editor interface is getting quite dense.
- Future status: It will work reasonably well on Tablets (iPad/Android tablets) via the browser version.
- Smartphones: It is currently a bit difficult to use on small phone screens, but I am noting your request. I will try to improve the CSS responsiveness for the "Studio Mode" to make it at least usable for quick edits on mobile!
3. Tutorials Yes! With the new features, I am planning to release a "Capsule Wiki" or simple PDF guides with the v1.8 release. I will try to make them translatable so the community can help with different languages.
And yes, the HTML-to-APK tutorial is still a priority. I want everyone to be able to put their games on mobile easily.
Have a fantastic birthday and thank you for following the project!
Best, Capsule Team
Birthday Wishes & Feedback - Thank You!つ♡⊂
CapsuleTeam!Thank you so much for the birthday wishes and the incredibly detailed, thoughtful reply! It truly made my day special. Knowing that my feedback is valued and that my birthday coincided with this conversation is a wonderful gift.
I'm thrilled about the offline editor for PC, it's a fantastic solution for many. Regarding mobile editing, I completely understand the challenge with dense interfaces on small screens. My personal situation makes me rely primarily on my smartphone for creation (it's my most accessible device), so hearing that you're actively noting this and working to improve the CSS responsiveness for quick mobile edits is the best news I could hope for!
A small suggestion that might help with the mobile interface complexity: perhaps a UI design inspired by advanced presentation or video editing apps could work? For example, using collapsible or sliding toolbars/palettes that expand only when needed. This way, all the powerful features remain accessible without overcrowding the limited screen space. I'm not afraid of complex features – in fact, I dream of creating intricate, choice-driven visual novels on mobile, so preserving functionality is my biggest hope.
♡(*´∀`*)人(*´∀`*)♡
Also, the HTML-to-APK tutorial remains a beacon of hope for me and many others, I'm sure. Thank you for keeping it a priority.
I'll continue to follow the project's development with great excitement. Wishing you all the best with the v1.8 work, and thank you again for making a creator's birthday so meaningful.ദ്ദിᵔ.˛.ᵔ₎❤️
Best regards!
\\\\٩( 'ω' )و ////
——(CH)白棣