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.
Scanned 9/5/2026
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---
name: dialogue-systems
description: >
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.
---
# 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
1. **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.
2. **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.
3. **Separate variables from flow.** Keep a variable store (booleans, numbers,
strings) the dialogue reads/writes; gate choices with conditions over it.
4. **Localize from the start.** Author with **line IDs**, not raw strings, so the
displayed text comes from a string table keyed by locale.
5. **Drive it from the game loop.** The runner is a state machine: `current` node
→ emit content → wait for input (continue or choice) → advance.
6. **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)
```json
{
"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)
```gdscript
# 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
// 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)
```yarn
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.
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