dialogue-manager
Dialogue Manager is a Godot addon that lets you write branching conversations in a readable `.dialogue` text format instead of Inspector-edited data structures. It handles conditions, state mutations, random lines, and built-in translation workflows (CSV/PO), with both GDScript and C# support. Use it when writers need script-like authoring; for full adventure-game frameworks with rooms and inventory, pair it with a larger system.
Dialogue Manager lets you author branching dialogue using readable script syntax with built-in conditions and mutations.
AI-generated summary based on this skill's SKILL.md
Decision gist · record as of 2026-07-27
Dialogue Manager lets you author branching dialogue using readable script syntax with built-in conditions and mutations. Dialogue Manager is a Godot addon that lets you write branching conversations in a readable `.dialogue` text format instead of Inspector-edited data structures. It handles conditions, state mutations, random lines, and built-in translation workflows (CSV/PO), with both GDScript and C# support. Use it when writers need script-like authoring; for full adventure-game frameworks with rooms and inventory, pair it with a larger system.
Use it when
- Dialogue Manager uses its own `.dialogue` format—a human-readable script syntax designed for writers.
- Yes.
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Read SKILL.md below before installing (1 file). Open directory: indexed for reading, not audited.
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Install
jame581/GodotPrompter/dialogue-manager · repository language: JavaScript
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Frequently asked questions
AI-generated answers based on this skill's SKILL.md and metadata
What is dialogue manager godot addon?
Dialogue Manager is a Godot addon that lets you write branching conversations in a readable `.dialogue` text format. Instead of building dialogue trees in the Inspector, you author scripts with built-in support for conditions, state mutations, random lines, and translation workflows. It works with both GDScript and C# and includes a runtime API for custom balloons and dialogue control.
How do I author branching dialogue with readable script syntax and built-in conditions?
Dialogue Manager uses its own `.dialogue` format—a human-readable script syntax designed for writers. You define characters, dialogue lines, and branches directly in text files. Conditions let you check game state before showing options, and mutations let dialogue modify variables. The format handles random lines, tags, and inline logic without requiring Inspector configuration.
Does Dialogue Manager support translation and localization?
Yes. Dialogue Manager integrates with translation workflows via CSV and PO files, making it easy to export dialogue for localization and import translations back. The addon handles the mapping between your `.dialogue` files and translation assets, so writers and translators can work in parallel without breaking the dialogue structure.
Can I implement dialogue responses, mutations, and state management?
Dialogue Manager supports response options, state mutations (changing variables mid-conversation), and conditional branching based on game state. You can trigger mutations when dialogue plays, check conditions before showing branches, and manage conversation flow through its runtime API. Both GDScript and C# are supported.
What is the dialogue manager runtime API and how do I use custom balloons?
Dialogue Manager provides a runtime API to control dialogue playback, fetch lines, and advance conversations programmatically. You can create custom balloon nodes (UI containers for dialogue text) and wire them to the addon's signals and events. The addon emits signals when lines play, branches appear, or conversations end, letting you hook in your own presentation logic.
When should I use Dialogue Manager vs a hand-rolled dialogue system?
Use Dialogue Manager when writers need readable, script-like authoring and you want built-in translation support without custom infrastructure. Use a hand-rolled system if you need tight integration with adventure-game frameworks (rooms, inventory, complex state). Dialogue Manager pairs well with larger systems but works standalone for conversation-focused projects.
SKILL.md
Rendered from the published skill. Quoted content, verbatim.
Dialogue Manager
> Related skills: dialogue-system for hand-rolled dialogue data structures, localization for translating lines, popochiu for full adventure-game workflows.
> Addon: Dialogue Manager · version v3.10.4 · Godot 4.6 · MIT · source: https://github.com/nathanhoad/godot_dialogue_manager · GDScript with official C# support.
1. When to use Dialogue Manager
| Approach | Best for |
|---|---|
dialogue-system skill (hand-rolled Resource data) |
Full control over data shape, no addon dependency, small dialogue trees |
| Dialogue Manager | Script-like .dialogue text format, branching responses, conditions/mutations, translation pipeline, visual editor tab, official C# wrapper |
| Full adventure-game framework | Point-and-click games needing rooms/inventory/actors bundled with dialogue — Dialogue Manager only owns the dialogue layer |
Choose Dialogue Manager when writers want to author branching dialogue as readable script text
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skills/dialogue-manager/SKILL.md
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