Interaction, Dialogue, and Logic · Version 0.5
Dialogue Editor
Build branching conversations from speech, choices, conditions, actions, and one terminal End node.
Filmstrip’s Dialogue Editor uses a node-based graph for branching conversations.
A dialogue can contain:
- Speech nodes
- Choice nodes
- Conditional answers
- Actions attached to choices
- Completion actions
- One terminal End node
Basic conversation workflow
- Open Dialogue Editor.
- Create or open a dialogue asset.
- Add a speech node and enter the speaker name and text.
- Connect it to another speech node, a choice node, or the End node.
- Add answer options to choice nodes.
- Attach Conditions when an answer should only appear in certain circumstances.
- Attach Actions when choosing an answer should change game state.
- Add completion Actions when the entire conversation should produce a result.
- Save and test the dialogue from an Interactable object.
Runtime behavior
Dialogue displays text with a typewriter presentation and supports keyboard or mouse choices. Missing or invalid Condition state fails closed, which means an unavailable answer remains hidden instead of appearing by accident.
The default Interact key advances dialogue. Runtime navigation uses the current semantic keyboard bindings rather than hardcoded keys.