A dialogue system
Branching conversation, kept in data rather than code.
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.