Dialogue Editor
Work in Progress
This documentation is still being expanded and refined. Features, screenshots, and descriptions may change until Talescape's public release. If something is unclear or you need help, please ask on the official Talescape Discord. We're happy to clarify or update pages as needed.
The Dialogue Editor lets you build interactive conversations that branch, loop, and react to player choices. Each dialogue consists of lines (spoken text or narration) and options (player responses). Together, they form a visual conversation tree that can trigger events, change variables, or unlock new paths.
1. Overview
Dialogues are one of the most powerful tools in Talescape. They can drive story progression, control logic, and even modify gameplay states, all without leaving the editor.
Each dialogue is represented as a graph:
- Blue nodes mark the starting line of the conversation.
- Dark nodes represent regular dialogue lines or branching options.
- Green nodes mark endings, the points where the dialogue concludes.
You can move, rearrange, and connect nodes freely. The graph updates automatically as you add or delete elements.
2. Dialogue Lines
Dialogue lines represent text spoken by a character or described by a narrator.
Each line includes:
| Field | Description |
|---|---|
| Text | The line spoken or narrated. |
| Audio (optional) | An attached voice recording or text-to-speech clip. |
| Character / Speaker | Optional character reference, used for portrait and name display. |
| Portrait | The image shown while the line is active. |
| Portrait Position | Where the character appears on screen. |
| Starting Line | Marks this line as the beginning of the dialogue (blue node). |
| Events | Optional logic (actions or triggers) to run when this line is displayed. |
Lines flow automatically to the next connected node unless interrupted by a player option.
3. Dialogue Options
Dialogue options represent the player’s possible responses. Each option can lead to a new line, a branch, or a dialogue ending.
| Field | Description |
|---|---|
| Text | The player’s response text. |
| Conditions | Define when the option is visible (e.g., requires an item or variable). |
| Events | Define what happens when this option is chosen (e.g., give an item, start a timer). |
| Position | Used for organizing the visual layout of the dialogue graph. |
Options make dialogues interactive and context-sensitive. For example, you can make a persuasion option appear only if the player’s “Charisma” variable is high enough, or hide an aggressive reply once it has been used.
4. Using Conditions and Events
Conditions and events integrate directly into the dialogue system:
- Conditions control visibility: whether a line or option appears.
- Events define outcomes: what happens when a line displays or an option is chosen.
- Actions attached to events can adjust variables, give items, or unlock achievements.
This allows Bards to blend story and logic seamlessly, no scripting required.
5. Linking and Navigation
Dialogues are fully visual:
- Drag from one node’s edge to another to create a connection.
- Delete a link by selecting it and pressing Delete.
- Move nodes freely to arrange the conversation flow.
- The minimap in the corner gives an overview of large dialogue trees.
Green nodes automatically mark dialogue endings, points where the interaction stops before returning to the scene. You can preview or test dialogues independently before integrating them into a scene.
6. Inline Editing and Integration
Dialogues can be edited:
- From the Dialogue Editor directly,
- Or launched from a Scene when linked to an element or event.
Each dialogue is stored globally within its story, so you can reuse or reference it across chapters and scenes.
7. Best Practices
- Keep lines concise and easy to follow.
- Use conditions to make responses feel reactive and grounded.
- Use flags or variables to hide one-time options.
- Attach events to lines for immediate effects (e.g., changing trust or unlocking achievements).
- Test all paths in Story Preview to ensure every branch leads to an ending.
Dialogues form the emotional and structural backbone of Talescape. They’re where player choice becomes consequence, and where your characters truly come alive.