dialogue.txt
I need branching dialogue in my game.

- Store conversations as data — JSON or something hand-editable — not
  as code. Writing dialogue must not mean editing source.
- Nodes with text, a speaker, and choices leading to other nodes.
- Conditions on choices, based on game state, and effects when a
  choice is taken.
- Handle a node that references one that doesn't exist: fail loudly in
  development, gracefully in production.

Then: text that reveals character by character, skippable on input,
and never mid-word wrapping.

Show me how a writer with no coding knowledge would add a conversation.

If adding dialogue requires touching code, you'll write less of it. Data-driven from the start is the difference between a game with a script and one with three lines.