Conversations
Dialogue data and progression
Author dialogue data
- Conversations are stored as comments with replies in a Conversation resource in Godot. Each reply can point to the next comment, so you can build linear or branching dialogue.
- Required characters and optional sidekicks are tracked per conversation so the correct speakers appear in Godot.
- When a conversation starts, the engine creates an instance with its own ID and keeps track of the current comment until no replies remain.
Start and advance a conversation (Advanced)
- Trigger the conversation from gameplay (for example, triggering a Scene Event Command that starts the dialogue).
- In Godot, call
FPEConversationManager.select_replywhen the player chooses a response. The Conversation Manager moves to the next comment and ends when replies run out. - Use your UI to show the current speaker name and comment text; the conversation instance already provides the data for each step.
Practical tips
- Keep each conversation focused. Short comments with 2–3 replies are easier for players to follow and for you to script.
- Test with multiple characters present; required characters must be present (if specified in the Conversation resource).
- Pair conversations with animation or audio by firing a Scene Event or Frame Event when a key line is reached.
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