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dialogue-systemlisted

Architecture blueprint for dialogue systems in open-world, RPG, and narrative games: graph data, separated text/conditions, runtime sessions, barks, branching patterns, skill checks, presentation, subtitles, VO, localization, lip-sync, and generative NPC constraints. Use when designing conversations, dialogue trees, barks, subtitles, VO pipelines, or when players get stuck in dialogue, text overflows, NPCs freeze, or dialogue wheels mislead.
Firzus/agent-skills · ★ 1 · AI & Automation · score 72
Install: claude install-skill Firzus/agent-skills
# Dialogue System Build the dialogue layer of a game — graph, runtime, narrative-design mechanics, presentation, and the authoring/VO pipeline. In-world dialogue focus: cutscenes are out of scope (`cinematic-system`); procedural dialogue cameras live in `camera-system`. References: BotW/TotK + Genshin (datamined graph/text/conditions), Valve GDC 2012 (barks), and the Western-RPG canon (Disco Elysium, Baldur's Gate 3, Mass Effect, Witcher 3, Oxenfree) for narrative mechanics. ## The architecture rule **Flow, text, and conditions are three separate stores — the graph never contains text, only references.** Both reference games ship this separation, and it is the foundation of localization, VO, and versioning. ``` GRAPH flow only — line nodes + nextDialogs edges; a choice is fan-out; BotW: 5 event types (Action/Switch/Fork/Join/Sub-flow) suffice TEXT per-language tables addressed by stable key; rich-text control tags (color, pauses, ruby, gender variants) live IN the text CONDITIONS queries on world state (quest/flags/time/weather/player state) EVENTS OUT dialogue notifies; consumers decide (end-of-talk = a quest event) ``` ## Reference map | File | Covers | | --- | --- | | [graph.md](./graph.md) | The two datamined shapes (Genshin flat nodes, BotW 5 events), conditions, the text format, AND branching-structure patterns (Ashwell's taxonomy: time cave / gauntlet / branch-and-bottleneck / hub-and-spoke), storylet/quality-based and salie