Imported from gamedev-skills/awesome-gamedev-agent-skills (
skills/disciplines/dialogue-systems/SKILL.md) via skills.sh. Install upstream withnpx skills add gamedev-skills/awesome-gamedev-agent-skills --skill dialogue-systems. Copyright stays with the author.
Dialogue systems
Model conversations as a graph: nodes hold lines, choices branch the flow,
conditions gate options, and variables remember what the player did. The first
real decision is build vs. buy — adopt a proven authoring tool (Ink or
Yarn Spinner) or write a small data-driven runner. This skill owns both Ink
and Yarn; the visual-novel and rpg genres consume it.
When to use
- Use to design branching conversations, choice menus, or narrative state (flags, relationship values) that affect later dialogue.
- Use to decide between Ink, Yarn Spinner, and a custom JSON/resource format.
- Use to wire a dialogue script into your game loop (advance line, present choices, run commands, resolve variables).
When not to use: for engine UI (text boxes, portraits, choice buttons), use
godot-ui-control or the engine's UI skill. For persisting narrative variables
across sessions, use save-systems. For data-as-resources in Godot/Unity, see
godot-resources / unity-scriptableobjects.
Core workflow
- Choose the authoring approach.
- Ink — prose-first, writer-friendly, weave/gather flow; great for dialogue-heavy or CYOA narrative. Integrate via ink runtime / inkle plugins.
- Yarn Spinner — node-based, explicit
<<commands>>, strong for game-driven dialogue with lots of engine hooks. - Custom runner — a JSON/resource graph + a small interpreter when you need full control or minimal dependencies. Don't build a language; build a graph.
- Define the node contract. A node yields one of: a line (speaker + text), a set of choices, a command/side-effect, or an end/jump. The runner advances through nodes and hands lines/choices to the UI.
- Separate variables from flow. Keep a variable store (booleans, numbers, strings) the dialogue reads/writes; gate choices with conditions over it.
- Localize from the start. Author with line IDs, not raw strings, so the displayed text comes from a string table keyed by locale.
- Drive it from the game loop. The runner is a state machine:
currentnode → emit content → wait for input (continue or choice) → advance. - Verify by walking branches. Exercise each choice path; confirm conditions, variable writes, and that every branch reaches an end or a valid jump.
Patterns
1. Engine-neutral dialogue graph (data, not code)
{
"start": "guard_intro",
"nodes": {
"guard_intro": {
"speaker": "Guard", "line": "DLG_GUARD_001",
"choices": [
{ "text": "DLG_OPT_BRIBE", "to": "bribe", "if": "gold >= 50",
"set": { "gold": "gold - 50" } },
{ "text": "DLG_OPT_LEAVE", "to": "end" }
]
},
"bribe": {
"speaker": "Guard", "line": "DLG_GUARD_BRIBED",
"set": { "gate_open": true },
"next": "end"
},
"end": { "end": true }
}
}
line/text are string-table IDs (localization), not literal text. if
gates a choice; set mutates the variable store. The gold cost sits on the
choice, so it is paid once per pick even if the bribe node is revisited; the
idempotent gate_open write can live on the node. A string set value is an
expression, so a literal string needs inner quotes: "mood": "'angry'". The full
interpreter that walks this graph is in references/runner.md.
2. Runner step (a state machine over the graph)
# Godot 4.7. The runner holds the current node and a variable store. Every line
# waits for the player: the UI calls choose() or the continue callback.
func goto(id: String) -> void:
current = graph.nodes[id]
apply_set(current.get("set", {}))
if current.get("end", false):
ui.close()
return
if current.has("line"):
ui.show_line(current.get("speaker", ""), localize(current.line))
if current.has("choices"):
var shown = current.choices.filter(func(c): return eval_cond(c.get("if", "")))
ui.show_choices(shown) # only choices whose condition passes
elif current.has("next"):
var next_id: String = current.next
ui.show_continue(func(): goto(next_id)) # advance when the player continues
func choose(choice: Dictionary) -> void: # called when the player picks a choice
apply_set(choice.get("set", {})) # write on the transition (revisit-safe)
goto(choice.to)
3. Ink — branching with knots, choices, and variables (inkle)
// Ink: '*' = once-only choice, '+' = sticky. [bracketed] text shows only in the
// choice, not the printed result. '->' diverts; '-> END' stops the flow.
VAR gold = 60
-> guard_intro // the story starts at the top: divert into a knot
=== guard_intro ===
The guard blocks the gate.
* {gold >= 50} [Offer 50 gold] "Here, take it."
~ gold = gold - 50
The guard pockets it and steps aside. -> END
* [Leave] You turn back. -> END
Ink tracks how often each knot was seen, so {visited_knot} is a built-in
condition. Variables are global (VAR) or temporary (~ temp).
4. Yarn Spinner — nodes, options, and commands (Yarn Spinner 3.x)
title: GuardIntro
---
<<declare $gold = 60>>
<<declare $gate_open = false>>
Guard: You can't pass.
-> Offer 50 gold <<if $gold >= 50>>
<<set $gold = $gold - 50>>
Guard: ...fine. Go on through.
<<set $gate_open to true>>
-> Leave
Guard: Good choice.
===
Yarn lines may start with Speaker:; options use ->; <<set>>/<<declare>>
manage $variables; <<if>> gates an option; <<jump NodeName>> moves between
nodes. Interpolate values in text with {$gold}. Declare every variable before first
use: an undeclared one still compiles (Yarn infers its type and a zero/false/empty
start value) with only a warning, which hides typos. These constructs are unchanged from
Yarn Spinner 2.x.
Pitfalls
- Hardcoding display strings instead of line IDs makes localization a rewrite. Author against a string table from day one.
- Inventing a scripting language for a simple branching tree. If you only need lines + choices + flags, a JSON/resource graph plus a 50-line runner beats a parser you must maintain. Use Ink/Yarn when writers need real flow control.
- Variables coupled to the UI: store narrative state separately so the same
dialogue works in cutscenes, menus, and tests. Persist it via
save-systems. - Unreachable or dead-end nodes: a node with no
next, choices, or end silently stalls. Validate that every node terminates or branches. - Mutating state in a line node the player can revisit double-applies (
golddrained twice). Applyseton the transition, or guard with a seen-flag. - Mixing Ink's
*(once-only) and+(sticky) by accident: looped menus need sticky+choices or the options vanish after one use.
References
references/ink-and-yarn.md— side-by-side syntax cheat sheet (choices, diverts/jumps, variables, conditions, includes) and integration notes.references/runner.md— a complete custom dialogue runner: graph schema, condition/expression evaluation, variable store, and localization lookup.
Related skills
save-systems— persist narrative variables and seen-flags.godot-resources,unity-scriptableobjects— store dialogue as engine data.godot-ui-control— render text boxes, portraits, and choice buttons.visual-novel,rpg— genres that compose this skill.
