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The pure-GDScript Patter runtime: PatterEngine + PatterFlow over a compiled .patterc
bundle - scenes, blocks, run/choice/branch/sequence selectors, sticky/fallback options,
call-return jumps, conditions + effects, visit counts, {@ref} interpolation, game events,
tags, gameData merge-at-read, and whole-game save/load (save_game / load_game). No
scene-tree types in the engine, so it also runs headless.
Bundle loading: PatterBundle.load_from_string(json) from any .patterc.
Localisation: play any locale of an Embedded bundle, switch live with set_locale, or ship
an IDs-only bundle and localise in your own system. Closed-caption cue stripping via set_closed_captions.
Audio resolution: PatterAudio resolves each line to its winning take from a patteraudio.json manifest (it resolves the path; playback stays yours).
Live state: PatterStatePanel, an in-game overlay that watches and edits a running
engine's @patter properties (type-aware editors + reset-to-default) and saves / loads
the run.
Live Link: PatterDebugLink streams the story cursor to Patterpad and hot-reloads edited
bundles into the running game (apply_live_bundle: strings-only or full swap, state kept).
Structure introspection: get_outline() / get_beat_sequence() expose the authored tree
(per-beat text, character, gameData, tags) for tooling.
Demos in demo/: a headless play-through demo (the minimal integration) and the Tour scene (the interactive Patter tour, with optional audio resolution).