ABOUT

What is LUMINA Engine?

ALC Software Laboratory LUMINA Engine is a game engine for visual novels and adventure games (ADV), developed by ALC Software Laboratory . You build a game by combining your own assets with a plain-text scenario of dialogue and staging. This page explains the idea behind LUMINA, how a game is put together, and what kinds of games it suits.

OUR AIMS

Aiming for less hassle and good quality

To cut down the hassle of making a visual novel as much as possible, while still finishing it to a proper standard — that is the goal LUMINA is being developed toward.

01

Write it, check it soon

While developing on Windows, save the scenario and relaunch the game to see the scene you wrote. There is no need to rebuild the program after each change.

02

Common screens start from samples

Samples of the screens most games use — title, save/load, settings, backlog, confirmation dialogs — are included. Start from them and spend more time on what makes your game unique.

03

Built with release in mind

Animated characters, 3D scenes, screen effects, multiple languages, release on Steam and Google Play — the features needed to publish a game are being built out step by step.

HOW IT WORKS

A game is made of assets and two kinds of text

Put images, sounds and other assets in set folders, and write in text files what to show and in what order. There are two kinds of text: the scenario, which is the story itself, and screen scripts, which decide how the screens look.

What you write most

Scenario (the story)

Write the flow from top to bottom: show a background, bring in a character, display a line, offer a choice. It is an ordinary text file, so use any editor you like.

  • Lines, names, ruby, text colour and size
  • Backgrounds, characters, event CGs, effects
  • BGM, sound effects, voice, movies
  • Choices, flags, branching
Edit when you need to

Screen scripts (system scripts)

These decide how the title, settings and save screens look and behave. Samples are included, so everything works without changes at first. When you want the screens to match your game, change the button art and layout.

  • Title screen and menus
  • Settings, save/load, backlog
  • Flowchart, status screens, confirmation dialogs
  • Startup logos, language switching

From making to shipping

1

Place assets

Put backgrounds, characters, music and so on in the right places in the game folder.

2

Write the scenario

Write the dialogue and staging in a text file.

3

Launch and check

Launch the game and play the scene you wrote.

4

Pack and ship

Encrypt and pack the assets and scenarios, then export for Windows, the browser and Android.

EXAMPLE

This is what a scenario looks like

On the right is part of the scenario used for the “dialogue” and “choices” screenshots on the home page. Write one thing per line, in the order you want to show it.

Line Meaning
*talk A label: a marker that choices and jumps can go to
bg 0 bg01a Show the background “bg01a”
chara_show 0 "student_smile" left 20 sync Bring a character in on the left (20 = frames to fade in, sync = wait until done)
name "澪" Show the speaker's name
(tab) The line… A line starting with a tab is dialogue; click to continue
#select_add "…", *c_a Add a choice (picking it goes to the label *c_a)
#select_show Show the choices and wait for one to be picked
scenario/showcase_scene.txt Scenario (excerpt)
*talk
bg 0 bg01a
chara_show 0 "student_smile" left 20 sync
chara_show 1 "yukata_trouble" right 20 sync

name "澪"
	待ち合わせの時間には、まだ少し早いみたいね。

name "詩織"
	噴水の前と、並木道。どちらから見て回りますか。

#select_clear
#select_add "噴水の前でひと休みする", *c_a
#select_add "並木道を歩いていく", *c_b
#select_show

#select_clear empties any choices added earlier.

WHAT IT SUITS

What it is — and isn't — good for

LUMINA is designed first and foremost for visual novels and ADV. Use this as a guide to whether it fits your project.

Excellent fit
  • Classic visual novels with text, characters, backgrounds, BGM and voice
  • Multi-route, multi-ending stories driven by choices
  • About Live2D Games with animated characters (LUMINA's own 2D motion; Live2D works too but needs Live2D Inc.'s license → About Live2D )
  • Games with opening and ending movies
  • Games released in several languages, such as Japanese and English
Possible
  • ADV that use 3D scenes as backgrounds
  • ADV combined with 3D exploration where the player walks a character around
  • Raising and dating sims where weekly choices build stats and affection
  • Games that show progress on flowchart or status screens
  • Presentation-heavy works with lots of particles and screen effects
Not a good fit
  • Games built around 3D action (FPS, open world, etc.)
  • Games that depend on online play, such as online versus
  • Skill-based games such as 2D action or shoot-'em-ups

PLATFORMS

One game runs on four platforms

Most of the work happens on Windows, and the same scenarios and assets run on the other platforms (some features differ by platform).

Windows Runs

An app for Windows 10 / 11 PCs — also where you make the game.

Steam Runs

Release on Steam, with achievements and cloud saves (Steamworks setup required).

Browser Runs

Play in a desktop or mobile browser without installing (a browser with WebGPU).

Android Runs

An app for phones and tablets, ready for Google Play.

機能ページの「環境ごとの違い」 Linux, iOS, PlayStation and Switch are in development and cannot run yet. Differences between platforms, such as movie formats, are listed under “Platform differences” on the Features page .

DEVELOPMENT

Development and availability

Developer

ALC Software Laboratory LUMINA Engine is developed by ALC Software Laboratory , together with its audio, video and animation plugins and the tools that support production.

alcsoftlab.com

Current availability

The engine and the audio and video playback plugins are available (see the Availability page).

See availability →