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Dialogue Forge v1.1.0 - Entry Points & Event System Expansion

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@nikatopu nikatopu released this 23 May 20:17

Dialogue Forge v1.1.0 - Entry Points & Event System Expansion

Major update introducing multi-entry dialogue flows, expanded event systems, and chained runtime behavior.


Added

Start Events

New Start node type for managing multiple dialogue entry points.

Examples:

  • Main Story
  • Merchant
  • Combat
  • Tutorial
  • Quest chains

Features:

  • Dedicated Start node type
  • Multiple independent dialogue roots
  • Entry selection during preview
  • Separate graph branch management
  • Auto-layout clustering support

Preview now allows selecting a starting branch before traversal.


Expanded Trigger Events

Trigger nodes now support categories and structured runtime events.

Categories:

Game:

  • QuestStarted
  • QuestCompleted
  • EnemyKilled
  • CutsceneStart

Variables:

  • SetVariable
  • AddGold
  • TrustIncrease

Audio:

  • PlayMusic
  • StopMusic
  • PlaySFX

Animation:

  • Attack
  • Idle
  • Wave
  • Sit

UI:

  • OpenInventory
  • ShowShop
  • TutorialPopup

Custom:

  • User-defined events

Triggers now include:

category
event
params


Chained Event Execution

Events can now control execution timing.

Modes:

⚡ Immediate

Execute instantly.

→ Before Next

Execute immediately before next node.

✓ After Next

Execute after next node completes.

This enables narrative sequencing and runtime chains.

Examples:

Dialogue
→ Play music

Dialogue
→ Start quest

Dialogue
→ Trigger cutscene


Updated

Preview System

Preview now supports:

  • Entry point selection
  • Multi-branch projects
  • Trigger visualization
  • Event timing visualization
  • Restart branch workflow

Auto Layout

Auto-layout now treats Start nodes as graph roots.

Projects are organized into separate dialogue islands.

Example:

START Main Story

Story graph

START Merchant

Merchant graph

START Combat

Combat graph


Inspector Improvements

Added:

  • Event icons
  • Category visuals
  • Color-coded headers
  • Trigger timing badges

Templates

Expanded template library.

Added:

  • Multi Branch Story
  • Combat Encounter
  • Quest System
  • Shop System

Templates demonstrate:

  • Start nodes
  • Trigger categories
  • Jump events
  • Chained execution

Validation

Added validation rules for:

Start nodes:

  • Incoming edge detection
  • Empty branches
  • Isolated starts

Triggers:

  • Missing category
  • Missing events
  • Invalid configuration

Export Format

Added support for:

  • Start nodes
  • Structured triggers
  • Execution timing

Migration preserved for older projects.

Legacy trigger labels automatically migrate to:

category = custom
executionMode = immediate

Full Changelog: v1.0.1...v1.1.0