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As it is, there'd be a lot of legwork involved in getting the basics together. There were a few dialogue modules for 2.x that you may want to look at - and there are plugins using 3.x right now, like for behaviour trees, that may make things a little less gruntwork.
- Escoria (https://github.com/godotengine/escoria) - Originally a point-and-click framework, but ca be used for VNs. It's in something of a tradition phase for 3.0 though, but should still be usable. (Disclosure: I'm a contributor.)
- Ren (https://github.com/jeremi360/Ren) - A new framework, inspired by Ren'Py. I haven't tried it yet myself, but it looks promising, and is in active development.
- Twinestory (https://github.com/lemilonkh/twine story) - A framework for making games from Twine JSON files. It's more limited though, and not yet available for Godot 3.0.
https://github.com/godotengine/escoria
Uh I also got Kreader, It was designed for Dialog sequences, and general use But you'll have to set it up in projectsetting/Autoload
https://github.com/lavaduderDev/Kreader
https://store.steampowered.com/app/982100
it is still on Godot 2.x. But I am preparing remaster on 3.x.
https://store.steampowered.com/app/1637570
This one is remaster of two Godot 2.x novels and one Ren'Py novel as one Project.
I really love making text physical and FPS as mini-games!
The mix of grenres you created reminds me of the game Bedlam.
At some point in 3.0 --> 3.x all materials die and need to be set by hand. Same with some animations. And some things crash Godot, like too much sprites in preloaded node. There also were some issues since GDScript changed.
https://www.youtube.com/watch?v=Pjivz_3BQZo
for 2.x and also 2.x+3.x installation option was removed from Steam.