> 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.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill 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.
(flags, relationship values) that affect later dialogue.
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.
dialogue-heavy or CYOA narrative. Integrate via ink runtime / inkle plugins.
<<commands>>, strong forgame-driven dialogue with lots of engine hooks.
full control or minimal dependencies. Don't build a *language*; build a graph.
a set of choices, a command/side-effect, or an end/jump. The runner advances
through nodes and hands lines/choices to the UI.
strings) the dialogue reads/writes; gate choices with conditions over it.
displayed text comes from a string table keyed by locale.
current node→ emit content → wait for input (continue or choice) → advance.
variable writes, and that every branch reaches an end or a valid jump.
{
"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.
# 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
// 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).
title: GuardIntro
---
<<declare $gold = 60>>
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}.
rewrite. Author against a string table from day one.
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.
dialogue works in cutscenes, menus, and tests. Persist it via save-systems.
next, choices, or endsilently stalls. Validate that every node terminates or branches.
golddrained twice). Apply set on the transition, or guard with a seen-flag.
* (once-only) and + (sticky) by accident: looped menusneed sticky + choices or the options vanish after one use.
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.
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.Integration with protocols.io API for managing scientific protocols. This skill should be used when working with protocols.io to search, create, update, or publish protocols; manage protocol steps and materials; handle discussions and comments; organize workspaces; upload and manage files; or integrate protocols.io functionality into workflows. Applicable for protocol discovery, collaborative protocol development, experiment tracking, lab protocol management, and scientific documentation.
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Use when you have a written implementation plan to execute in a separate session with review checkpoints
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Take gamedev-skills/dialogue-systems from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.