Install
$ agentstack add skill-gamedev-skills-awesome-gamedev-agent-skills-dialogue-systems ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
About
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
- 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
>, 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.
- 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.
- Separate variables from flow. Keep a variable store (booleans, numbers,
strings) the dialogue reads/writes; gate choices with conditions over it.
- Localize from the start. Author with line IDs, not raw strings, so the
displayed text comes from a string table keyed by locale.
- Drive it from the game loop. The runner is a state machine:
currentnode
→ emit content → wait for input (continue or choice) → advance.
- 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 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 2.x)
title: GuardIntro
---
>
Guard: You can't pass.
-> Offer 50 gold = 50>>
>
Guard: ...fine. Go on through.
>
-> Leave
Guard: Good choice.
===
Yarn lines may start with Speaker:; options use ->; >/> manage $variables; > gates an option; > moves between nodes. Interpolate values in text with {$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 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.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: gamedev-skills
- Source: gamedev-skills/awesome-gamedev-agent-skills
- License: Apache-2.0
Install and usage instructions live in the source repository linked above.
Reviews
No reviews yet — be the first.
Write a review
Versions
- v0.1.0 Imported from the upstream source.