dialogue-systems — Claude Code skill: what it does, how to install
Guides the design of branching game dialogue, condition-gated choices, and the choice between Ink, Yarn Spinner, or a custom JSON runner.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill dialogue-systems -a claude-codeWhat dialogue-systems does
The skill defines an engine-neutral architecture for conversation graphs and branching narrative. Nodes yield dialogue lines, choice sets, engine commands, or jumps. It enforces using line IDs instead of raw strings from day one. That practice prevents complete narrative rewrites when localization begins.
It outlines trade-offs between authoring formats. Ink fits prose-heavy narratives using knots and weave flows. Yarn Spinner provides direct engine hooks through commands and explicit variable declarations. When third-party dependencies are undesirable, a lightweight JSON graph coupled with a minimal runner state machine handles the flow.
This skill deliberately ignores dialogue UI. Portrait boxes, choice button styling, and session persistence require separate modules like save-systems. Dialogue logic focuses solely on state transitions and passing filtered choices to the game loop.
What it helps with
- Design branching dialogue graphs with condition-gated options
- Select between Ink, Yarn Spinner, and a custom JSON runner
- Prepare dialogue lines for localization using string table IDs
- Connect dialogue graph transitions to the main game loop
Example prompts for the agent
- Help me design a branching guard conversation in Ink with a gold check
- How should I structure a custom JSON dialogue runner in Godot?
- Compare Ink and Yarn Spinner for an RPG that needs frequent engine commands
How to install dialogue-systems
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill dialogue-systems -a claude-code2Manually: put the files in place
~/.claude/skills/dialogue-systems/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/dialogue-systems/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill dialogue-systems -a codex2Manually: put the files in place
.agents/skills/dialogue-systems/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill dialogue-systems -a cursor2Manually: put the files in place
.cursor/skills/dialogue-systems/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install gamedev-skills/awesome-gamedev-agent-skills dialogue-systems2Manually: put the files in place
.github/skills/dialogue-systems/SKILL.md1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill dialogue-systems -a gemini-cli2Platform CLI
gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills --path skills/disciplines/dialogue-systemsManually: put the files in place
.devin/skills/dialogue-systems/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill dialogue-systems -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
From the same set40
The whole set →Similar
Questions about dialogue-systems
How do I install dialogue-systems in Claude Code?
Run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill dialogue-systems -a claude-code. You can also place the skill file directly into ~/.claude/skills/dialogue-systems/SKILL.md.
What does the dialogue-systems skill do?
It provides patterns and workflows for modeling conversation graphs, integrating Ink or Yarn Spinner, and decoupling narrative variables from UI logic.
Does this skill handle dialogue UI boxes and buttons?
No, it focuses entirely on the graph data model and state runner. Visual elements like portrait boxes and choice buttons belong in engine-specific UI tools like godot-ui-control.
Source text
SKILL.md · Apache-2.0
---
name: dialogue-systems
description: >
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.
---
# 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",
"set": { "gold": "gold - 50" } },
{ "text": "DLG_OPT_LEAVE", "to": "end" }
]
},
"bribe": {
"speaker": "Guard", "line": "DLG_GUARD_BRIBED",
"set": { "gate_open": true },
"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 gold cost sits on the
*choice*, so it is paid once per pick even if the `bribe` node is revisited; the
idempotent `gate_open` write can live on the node. A string `set` value is an
expression, so a literal string needs inner quotes: `"mood": "'angry'"`. The full
interpreter that walks this graph is in `references/runner.md`.
### 2. Runner step (a state machine over the graph)
```gdscript
# Godot 4.7. The runner holds the current node and a variable store. Every line
# waits for the player: the UI calls choose() or the continue callback.
func goto(id: String) -> void:
current = graph.nodes[id]
apply_set(current.get("set", {}))
if current.get("end", false):
ui.close()
return
if current.has("line"):
ui.show_line(current.get("speaker", ""), localize(current.line))
if current.has("choices"):
var shown = current.choices.filter(func(c): return eval_cond(c.get("if", "")))
ui.show_choices(shown) # only choices whose condition passes
elif current.has("next"):
var next_id: String = current.next
ui.show_continue(func(): goto(next_id)) # advance when the player continues
func choose(choice: Dictionary) -> void: # called when the player picks a choice
apply_set(choice.get("set", {})) # write on the transition (revisit-safe)
goto(choice.to)
```
### 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 story starts at the top: divert into a knot
=== 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 Spinner 3.x)
```yarn
title: GuardIntro
---
<<declare $gold = 60>>
<<declare $gate_open = false>>
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}`. Declare every variable before first
use: an undeclared one still compiles (Yarn infers its type and a zero/false/empty
start value) with only a warning, which hides typos. These constructs are unchanged from
Yarn Spinner 2.x.
## 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.
© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills