gamedev-dialogue-systems
Imported awesome-gamedev-agent-skills guidance for dialogue-systems workflows in game development projects.
Skill by bgrenat
Install
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About
Use cases: agent-building
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Permissions
What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.
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- No tools found
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Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/gamedev-dialogue-systems
What's inside
- Skill name
gamedev-dialogue-systems- Description
- Imported awesome-gamedev-agent-skills guidance for dialogue-systems workflows in game development projects. Use when designing branching dialogue graphs with choices, conditions, and variables, or choosing between Ink/Yarn and a custom system.
- License
- LGPL-3.0
- Instructions
- 163 lines in SKILL.md · view on GitHub
Files (3)
- SKILL.md
- ink-and-yarn.md · references/
- runner.md · references/
SKILL.md (first lines)
# 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.From bgrenat/godot-game-dev-studio, LGPL-3.0.
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Signals
- Stars
- 24
- Forks
- 3
- Open issues
- 0
- Last commit (this folder)
- Oct 12, 2026 (17 days ago)
- Last release
- Oct 12, 2026 (17 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- LGPL-3.0
- Repository
- github.com/bgrenat/godot-game-dev-studio
- Website
- powehi.eu
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
gamedev-dialogue-systems skill. Agent Mart. https://agentmart.dev/skills/bgrenat-gamedev-dialogue-systems (last updated 2026-10-24)