Interaction, Dialogue, and Logic · Version 0.5

Game State and Persistent Changes

Use managed flags, numbers, text, automatic triggers, Save Points, and deliberate object outcomes to remember choices without serializing every transient field.

Game State stores deliberate runtime values that should be shared by dialogue, Conditions, Actions, interactions, triggers, Quests, saves, and scene changes. Filmstrip supports boolean flags, numeric values, and text values.

Managed variables

The RPG Database Variables panel gives each key a stable ID, display name, type, and description. Action and Condition editors can then present readable registry-backed choices instead of relying on hand-typed keys.

Ways to change persistent state

  • Action Sequences from dialogue, interactions, consumables, Quests, shops, rewards, and Encounters.
  • Trigger Actions on scene start, trigger entry, or trigger exit.
  • Success-only disable or destruction behavior on pickups and interaction flows.
  • Named player saves, Save Points, and runtime snapshots.
  • Explicit scene or world keys rather than automatic serialization of every Component field.

Across scene transitions

Runtime Game State travels with the active session when scenes change. Conditions in the destination scene can read values set earlier in the game.

Saved state

Runtime snapshots include strict Game State values together with scene, player position, Party, inventory, Quests, and battle state. Invalid values or references refuse load rather than partially replacing the current session.