DOCS
Building games

Dialogue

Author cutscenes, intros and branching conversations as a visual node graph — no code, no LLM, no credits at play time.

When a character in your game says something you wrote — an opening cutscene, a tutorial, a shopkeeper's speech, a branching conversation with choices — that is scripted dialogue. It is fixed, deterministic, translatable, and free to play: no AI runs while the player reads it.

If you want a character that makes its lines up live — haggles, reasons, answers anything — that is a different feature. See Living NPCs. The two compose: a boss can open with a written cutscene and then switch to live banter.

Asking for it

Describe the conversation, not the implementation:

Add an opening cutscene where the mayor greets the player by name,
explains that the crops are dying, and asks them to check the well.

The agent writes the script, wires it to the right moment in the game, and opens the Dialogue tool so you can read it back and edit the wording. You do not have to build a text box — the platform ships one (a panel with the speaker's name, typewriter text, tap or Space to advance, and buttons for choices).

{name} anywhere in a line becomes the signed-in player's name.

The node graph

A dialogue script is a graph, edited on an infinite canvas. Each node is one step:

NodeWhat it does
LineA character speaks. Has a speaker, the text, an optional emote, and an optional UI spotlight.
ChoiceThe player picks from written options; each option goes somewhere different.
SetRemembers something as a named flag — "took the quest", "was rude to the guard".
IfBranches on a flag set earlier, in this conversation or a previous one.
EndFinishes the conversation.

Drag from a node's output port to another node to connect them. Fit frames the whole graph; the flow lays out top to bottom, so a long conversation reads like a document rather than a plate of spaghetti.

Flags persist with the player's save, which is what makes a conversation remember. A guard who already turned you away once can say so.

Tutorials and spotlights

A line can point at a piece of your UI. The spotlight field names a target, and while that line is on screen the game highlights it — so "tap the hoe to till the soil" glows the actual hoe button.

Make the intro a tutorial: each step points at the button the player
should press next.

Highlighting teaches without trapping: the spotlight draws attention, it does not block the rest of the screen. If you want a step the player genuinely cannot skip, say so explicitly — that is game logic, not dialogue.

Multiple languages

Every line holds one text per language, not one string. Add a language and the tool gives you the empty lines to fill; Translate with AI fills them from a source language you pick, and you can re-translate a single node after editing it.

The game picks the player's language automatically. See Languages.

Once-only versus replayable

An intro should play once. A shopkeeper's greeting should play every time. The script records whether it has been seen, per player, so both are one sentence to the agent:

The intro should only play on a brand-new save. The shopkeeper's greeting
should play every time you walk in.

Editing lines yourself

This is the part worth doing by hand. Wording, pacing, whether a joke lands, whether a tutorial step is too wordy — the agent will write a serviceable draft, and then you should rewrite it. The graph is on disk with the game, so your edits are committed like any other change and show up in change history.

Next steps

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