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:
current node
→ 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" },
{ "text": "DLG_OPT_LEAVE", "to": "end" }
]
},
"bribe": {
"speaker": "Guard", "line": "DLG_GUARD_BRIBED",
"set": { "gate_open": true, "gold": "gold - 50" },
"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 full interpreter that walks
this graph is in references/runner.md.
2. Runner step (a state machine over the graph)
# The runner holds the current node and a variable store; the UI calls advance().
func present(node):
if node.has("line"):
ui.show_line(node.speaker, localize(node.line))
if node.has("choices"):
var shown = node.choices.filter(func(c): return eval_cond(c.get("if", "")))
ui.show_choices(shown) # only choices whose condition passes
func choose(choice): # called when the player clicks a choice
apply_set(choice.get("set", {})) # write variables
goto(choice.to)
func goto(id):
current = graph.nodes[id]
apply_set(current.get("set", {}))
if current.get("end", false): ui.close(); return
present(current)
if current.has("next") and not current.has("choices"):
goto(current.next) # auto-advance linear nodes
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 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 2.x)
title: GuardIntro
---
<<declare $gold = 60>>
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}.
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 (
gold
drained twice). Apply set on 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.
1---2name: dialogue-systems3description: Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven runner. Engine-neutral. Use when the user mentions dialogue system, branching dialogue, conversation tree, choices, Ink (.ink), Yarn Spinner (.yarn), or NPC dialogue.4---5
6# Dialogue systems
7
8Model conversations as a **graph**: nodes hold lines, choices branch the flow,
9conditions gate options, and variables remember what the player did. The first
10real decision is *build vs. buy* — adopt a proven authoring tool (**Ink** or
11**Yarn Spinner**) or write a small data-driven runner. This skill owns both Ink
12and Yarn; the `visual-novel` and `rpg` genres consume it.
13
14## When to use
15
16- Use to design branching conversations, choice menus, or narrative state
17 (flags, relationship values) that affect later dialogue.
18- Use to decide between Ink, Yarn Spinner, and a custom JSON/resource format.
19- Use to wire a dialogue script into your game loop (advance line, present
20 choices, run commands, resolve variables).
21
22**When *not* to use:** for engine UI (text boxes, portraits, choice buttons), use
23`godot-ui-control` or the engine's UI skill. For persisting narrative variables
24across sessions, use `save-systems`. For data-as-resources in Godot/Unity, see
25`godot-resources` / `unity-scriptableobjects`.
26
27## Core workflow
28
291. **Choose the authoring approach.**
30 - **Ink** — prose-first, writer-friendly, weave/gather flow; great for
31 dialogue-heavy or CYOA narrative. Integrate via ink runtime / inkle plugins.
32 - **Yarn Spinner** — node-based, explicit `<<commands>>`, strong for
33 game-driven dialogue with lots of engine hooks.
34 - **Custom runner** — a JSON/resource graph + a small interpreter when you need
35 full control or minimal dependencies. Don't build a *language*; build a graph.
362. **Define the node contract.** A node yields one of: a line (speaker + text),
37 a set of choices, a command/side-effect, or an end/jump. The runner advances
38 through nodes and hands lines/choices to the UI.
393. **Separate variables from flow.** Keep a variable store (booleans, numbers,
40 strings) the dialogue reads/writes; gate choices with conditions over it.
414. **Localize from the start.** Author with **line IDs**, not raw strings, so the
42 displayed text comes from a string table keyed by locale.
435. **Drive it from the game loop.** The runner is a state machine: `current` node
44 → emit content → wait for input (continue or choice) → advance.
456. **Verify by walking branches.** Exercise each choice path; confirm conditions,
46 variable writes, and that every branch reaches an end or a valid jump.
47
48## Patterns
49
50### 1. Engine-neutral dialogue graph (data, not code)
51
52```json
53{
54 "start": "guard_intro",
55 "nodes": {
56 "guard_intro": {
57 "speaker": "Guard", "line": "DLG_GUARD_001",
58 "choices": [
59 { "text": "DLG_OPT_BRIBE", "to": "bribe", "if": "gold >= 50" },
60 { "text": "DLG_OPT_LEAVE", "to": "end" }
61 ]
62 },
63 "bribe": {
64 "speaker": "Guard", "line": "DLG_GUARD_BRIBED",
65 "set": { "gate_open": true, "gold": "gold - 50" },
66 "next": "end"
67 },
68 "end": { "end": true }
69 }
70}
71```
72
73`line`/`text` are **string-table IDs** (localization), not literal text. `if`
74gates a choice; `set` mutates the variable store. The full interpreter that walks
75this graph is in `references/runner.md`.
76
77### 2. Runner step (a state machine over the graph)
78
79```gdscript
80# The runner holds the current node and a variable store; the UI calls advance().
81func present(node):
82 if node.has("line"):
83 ui.show_line(node.speaker, localize(node.line))
84 if node.has("choices"):
85 var shown = node.choices.filter(func(c): return eval_cond(c.get("if", "")))
86 ui.show_choices(shown) # only choices whose condition passes
87
88func choose(choice): # called when the player clicks a choice
89 apply_set(choice.get("set", {})) # write variables
90 goto(choice.to)
91
92func goto(id):
93 current = graph.nodes[id]
94 apply_set(current.get("set", {}))
95 if current.get("end", false): ui.close(); return
96 present(current)
97 if current.has("next") and not current.has("choices"):
98 goto(current.next) # auto-advance linear nodes
99```
100
101### 3. Ink — branching with knots, choices, and variables (inkle)
102
103```ink
104// Ink: '*' = once-only choice, '+' = sticky. [bracketed] text shows only in the
105// choice, not the printed result. '->' diverts; '-> END' stops the flow.
106VAR gold = 60
107
108=== guard_intro ===
109The guard blocks the gate.
110* {gold >= 50} [Offer 50 gold] "Here, take it."
111 ~ gold = gold - 50
112 The guard pockets it and steps aside. -> END
113* [Leave] You turn back. -> END
114```
115
116Ink tracks how often each knot was seen, so `{visited_knot}` is a built-in
117condition. Variables are global (`VAR`) or temporary (`~ temp`).
118
119### 4. Yarn Spinner — nodes, options, and commands (Yarn 2.x)
120
121```yarn
122title: GuardIntro
123---
124<<declare $gold = 60>>
125Guard: You can't pass.
126-> Offer 50 gold <<if $gold >= 50>>
127 <<set $gold = $gold - 50>>
128 Guard: ...fine. Go on through.
129 <<set $gate_open to true>>
130-> Leave
131 Guard: Good choice.
132===
133```
134
135Yarn lines may start with `Speaker:`; options use `->`; `<<set>>`/`<<declare>>`
136manage `$variables`; `<<if>>` gates an option; `<<jump NodeName>>` moves between
137nodes. Interpolate values in text with `{$gold}`.
138
139## Pitfalls
140
141- **Hardcoding display strings** instead of line IDs makes localization a
142 rewrite. Author against a string table from day one.
143- **Inventing a scripting language** for a simple branching tree. If you only
144 need lines + choices + flags, a JSON/resource graph plus a 50-line runner beats
145 a parser you must maintain. Use Ink/Yarn when writers need real flow control.
146- **Variables coupled to the UI**: store narrative state separately so the same
147 dialogue works in cutscenes, menus, and tests. Persist it via `save-systems`.
148- **Unreachable or dead-end nodes**: a node with no `next`, choices, or end
149 silently stalls. Validate that every node terminates or branches.
150- **Mutating state in a line node the player can revisit** double-applies (`gold`
151 drained twice). Apply `set` on the transition, or guard with a seen-flag.
152- **Mixing Ink's `*` (once-only) and `+` (sticky)** by accident: looped menus
153 need sticky `+` choices or the options vanish after one use.
154
155## References
156
157- `references/ink-and-yarn.md` — side-by-side syntax cheat sheet (choices,
158 diverts/jumps, variables, conditions, includes) and integration notes.
159- `references/runner.md` — a complete custom dialogue runner: graph schema,
160 condition/expression evaluation, variable store, and localization lookup.
161
162## Related skills
163
164- `save-systems` — persist narrative variables and seen-flags.
165- `godot-resources`, `unity-scriptableobjects` — store dialogue as engine data.
166- `godot-ui-control` — render text boxes, portraits, and choice buttons.
167- `visual-novel`, `rpg` — genres that compose this skill.