Workflows
Narrative Weaver to Gameplay
Turn dialogue and quests into tested game state and player feedback.
v0.9.4Godot 4.7 stable4.6.3 supportedCurrent
This page summarizes the current v0.9.4 workflow and keeps Early Access boundaries clear.
Connect Narrative Weaver to gameplay
Narrative Weaver owns words, choices, and branches. Visual Logic owns consequences. A choice only changes the game when it is linked to state, a quest, a resource, a graph, or a map event.
NPC event→Interact trigger→Dialogue opens→Choice selected→Visual Logic runs→Quest/switch/reward changes→Map/HUD updates
| Dialogue choice | Gameplay result |
|---|---|
| “Yes, I will help.” | Start quest, set quest_started = true, show objective |
| “I brought the item.” | Remove item, complete objective, give reward |
| “Open the gate.” | Check quest/switch/key, unlock door if condition passes |
| “Fight me.” | Start battle/encounter, change music, lock exits |
| “Goodbye.” | Close dialogue with no gameplay change |
Narrative Weaver
Narrative Weaver is for dialogue, branching stories, choices, quests, and story flow. Use it when your game needs conversations, story beats, NPC responses, affection/relationship changes, quest starts/completions, or cutscene-like dialogue sequences.
Beginner workflow:
- Create a dialogue or chapter resource.
- Add speaker names and lines.
- Add a choice if needed.
- Connect the dialogue to an NPC or map event.
- Validate missing portraits, backgrounds, variables, or quest references.
- Quick Play and test the conversation.
Narrative Weaver to Visual Logic bridge
Narrative Weaver handles conversation and story flow. Visual Logic handles gameplay consequences.
Use Narrative Weaver for:
- speaker lines;
- choices;
- portraits/backgrounds;
- relationship/route changes;
- chapters;
- dialogue presentation.
Use Visual Logic for:
- starting/completing quests;
- giving/removing items;
- opening doors;
- changing scenes;
- starting battles;
- switches/variables;
- SFX/VFX;
- cutscene gameplay effects.
Bridge examples
| Story event | Gameplay result |
|---|---|
| Accept quest choice | Start quest, set switch, add objective |
| Refuse choice | Relationship down, close dialogue |
| NPC gives key | Add key item, play SFX, update quest |
| Conversation ends | Unlock door, change scene, start cutscene |
| Affection threshold | Unlock route branch |
Workflow
1. Create DreamDialogue / DreamChapter content.
2. Build dialogue/choice flow in Narrative Weaver.
3. Create gameplay consequences in Visual Logic.
4. Link choices to switches, variables, quests, rewards, or graph calls where supported.
5. Attach to NPC or map event.
6. Validate dialogue/quest/resource references.
7. Quick Play every branch.
