All modules

Story & Narrative

Dialogue Trees

Node-graph editor for branching dialogue with conditions, choices, and timing.

What it is

A visual graph of nodes — Start, Dialogue lines, Choice splits, Action hooks, Pause/Blend transitions, End. Connect them with edges to model branching conversations. Conditions on edges let you gate branches behind flags, items, or objectives.

When to use it

  • Designing branching NPC conversations with player choices.
  • Scripting cutscene dialogue with timing/blend transitions.
  • Conditional dialogue that changes based on quest state, items, or flags.
  • Voice-over scripts — speaker tag + line text per node maps cleanly to recording sessions.

How to use it

  1. 1Click "New Dialogue" and give it a name (e.g. "Meeting Kazimir").
  2. 2Drag Start, Dialogue, and End nodes from the toolbar onto the canvas.
  3. 3Click a node to edit speaker, text, and (for Choice) the choices array.
  4. 4Drag from a node's output port to another node to connect them.
  5. 5Add Condition rows on a node to gate outgoing edges behind game state.

Tips you should know

  • Every dialogue needs exactly one Start node and at least one End — the graph engine refuses to walk dangling branches.
  • Speaker names autocomplete from your character list — keep characters in sync so dropdowns stay accurate.
  • Conditions use named flags/items — your engine evaluates them at runtime; we just persist the names.
  • Long conversations: branch early into separate dialogues and chain via Action nodes that jump dialogues, rather than one giant graph.

Related modules