dialogue-system
Installation
SKILL.md
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.