public/datafolder, there is an
example.rpyfile. This is where the actual game dialogue is written. The example dialogue there shows how to use a few basic features, so you can easily start writing your own dialogue.
data/example.rpybut you can add more scripts to the list and they will all get loaded. The
config.jsonis what you should edit to add new dialogue scripts to your game (it's an array of file paths).
characters.jsonfile contains the config for all characters that can speak in the game. They should all at least have a name value, and an
idlesprite. The sprite is used for displaying character portraits during dialogue, and the value should be a file path relative to the
imagesPathvalue defined in the config part of this file
colorvalue in the
styleproperty of the character (you can use any CSS valid color).
stylesboxCss: Will apply CSS to the container of a dialogue line for this character
style.nameCss: Will apply CSS to the text with the title of the character
style.textCss: Will apply CSS to the actual dialogue text for the character.
.rpyfiles using a syntax similar to Renpy. We advise using Visual Studio Code to edit scripts but you can use whichever one you want. It is important to note that narrat scripts are not renpy or python files but a different custom language.
askAboutChoices:etc. in the example below). Those labels are standalone pieces of script which can be played at anytime.
mainis the label that gets launched when the game starts. So you can see it as the intro for your game.
config.jsonfile. Make sure one of your files has the
main:label, as that's where the game will start. You can add as many scripts as you want, and script files can reference labels in any of the other files, so their order doesn't matter.