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Graphs

Dialogue, quests, game loops and cutscenes as cards you connect, and play.

2 min read

A graph is a canvas of cards joined by links. Use it for branching dialogue, quests, AI behavior, game loops, cutscenes, pipelines or mood boards. Everyone edits it live.

  1. + New›Graph.
  2. Double-click the canvas to add a step, or drag from a card’s edge to empty space to make the next one.
  3. Drag from one card’s edge to another to link them. Click a link to give it a label (like a player’s choice).
Card Use it for
Start Where the flow begins.
Step Everything else: a line, a beat, an action, a scene. A player’s choice is a step with several labeled links.
Decision A condition, like mara.trust >= 3. Play goes out its True or False side.
Event A named entry point other steps can call, like on_alarm.
End Where the flow ends.
Note A comment outside the flow.

Any card can show an image. Drop, paste or pick one onto it.

Bring objects into a graph to track what changes:

  1. With nothing selected, open Objects in the inspector and add an object under a short name, like mara.
  2. On a step, pick what it changes: trust add 1, mood set to “hopeful”.
  3. Decisions read them: mara.trust >= 3.

Steps can also keep the graph’s own values, like gold = gold + 10.

Click Play to run the graph from its Start card. The Output shows the path taken, each decision’s result, and every value after each step.

  • Pace: real time (each step lasts its time and plays its audio), quick, manual (click Next), or instant.
  • Timing: a step lasts the seconds you type, or the length of the audio, video or GIF attached to it.
  • Calls: a step can call an event when it starts, ends or after some seconds. A name with no Event card is a cue for your game, like camera.shake.
  • Click Copy to put the run on the clipboard as a script.

Runs never change your objects.