dialogue-systems Checked
Installation
Copy the prompt below and send it to your AI assistant (e.g. Claude Code) — it will follow the instructions and install automatically.
Install the "dialogue-systems" skill by following the instructions at https://skill123.me/install/dialogue-systems.
Run in your terminal — downloads and installs to ~/.claude/skills/.
curl -fsSL https://skill123.me/install/dialogue-systems.sh | bash
Download the zip and extract it into your skills directory (e.g. ~/.claude/skills/), then restart your session.
⬇ Download v1.0.0 · 8 KBNot live-tested yet — this skill is rated on static analysis only.
About 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 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.
Documentation
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)
View full documentation
{
"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 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), but that 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 (
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.
Score breakdown
Assessment methodology
Version history
Imported from gamedev-skills/awesome-gamedev-agent-skills@main
