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me-gosta

Runtime engine for narrative-driven products — visual novels, branching dialogues, character-driven games.

Architecture at a glance

GameBase is the central orchestrator. It owns a set of managers, each responsible for one domain:

ManagerResponsibility
NarrativeTreeDAG of story nodes, conditions, branching
DialogueManagerMessage trees with options, speakers, effects
SceneManagerVisual composition (backgrounds, character sprites, clickables)
CharacterManagerCharacter state (trust, morale, stress, expression)
VariableManagerArbitrary typed variables (int, string, bool)
TimeManagerDiscrete time steps
AchievementManagerPlayer actions and unlockable achievements
ChapterManagerHigh-level story structure

Effects are the glue — every player choice dispatches a discriminated-union effect that GameBase.handleEffect() routes to the correct manager.

Sections

  • Core Concepts — ID system, effects, data schemas, save/load
  • Visual Novel Example — Full walkthrough of examples/ showing scene composition, dialogue trees, and the engine lifecycle