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"New Game" will first prompt you to name your characters.

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  • PC, the player character, will be used for the player's responses. The Player Character will not be interacted with during a game, this character will speak responses to the...

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  • NPC, the Non-Player Character, is the character that the player character will be interacting with (and interrupting!) throughout the course of the game. If you wish to have the Player Character interact with multiple NPCs, you may want to name this something that indicates that an NPC is talking, but that doesn't name the character. Don't worry about this too much for now, you can always change this later from the "Edit" menu!

Let's assign names for our characters. I'm going to use the names from our sample game, which we recommend that you use for this tutorial, since its audio files will be useful for later on:

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Here are some basic guidelines for creating nodes: *

  • Typing in a new PC node will create a new NPC node as its child.

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  • Typing an asterisk into an NPC node will create a new child PC node, based on where you type the asterisk.

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  • Pasting in multiple asterisks will create multiple PC nodes.

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  • If you type an asterisk between two existing asterisks, the new child node will be inserted in between the two corresponding nodes.

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  • If you delete an asterisk or select and delete multiple asterisks, the nodes will be removed and sent to the Orphan Tab. (more on this later)

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  • Asterisks can be dragged around the text box to change their position.

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  • You can manually set PC nodes as the child of another PC node, or an NPC node as the child of another NPC node, if this works for the game you are building.

Try building your own dialogue tree with three or four levels of dialogue depth! With a lot of dialogue visible, it can get messy to have all of it visible at once: Sometimes you want to work with just the children of one node, without all the children's children and so forth in between! You can click the minimize/expand button to make a node's children visible or invisible, so you can look at only the nodes you want to work with.

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