/dialogue-systems
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
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill dialogue-systems --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/dialogue-systems
Context preview
The summary Claude sees to decide when to auto-load this skill.
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
SKILL.md
dialogue-systems.SKILL.mdname: 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)
{
"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 nodes3. 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. -> ENDInk 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 wo
Read more
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)
{
"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 nodes3. 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. -> ENDInk 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 wo
<img src="docs/assets/banner.png" width="820" alt="awesome-gamedev-agent-skills — game-dev skills for AI coding agents.
Repo: gamedev-skills/awesome-gamedev-agent-skills
Other skills on awesome-gamedev-agent-skills.
- /audio-design
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses,
Open skill - /camera-systems
Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook. Engine-neutral techniques that pair with the engine's camera
Open skill - /create-game-assets
Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.
Open skill - /game-ai
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or
Open skill - /game-feel
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera
Open skill - /game-ui-ux
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine-
Open skill

