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
- 1Click "New Dialogue" and give it a name (e.g. "Meeting Kazimir").
- 2Drag Start, Dialogue, and End nodes from the toolbar onto the canvas.
- 3Click a node to edit speaker, text, and (for Choice) the choices array.
- 4Drag from a node's output port to another node to connect them.
- 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.