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:
| Manager | Responsibility |
|---|---|
NarrativeTree | DAG of story nodes, conditions, branching |
DialogueManager | Message trees with options, speakers, effects |
SceneManager | Visual composition (backgrounds, character sprites, clickables) |
CharacterManager | Character state (trust, morale, stress, expression) |
VariableManager | Arbitrary typed variables (int, string, bool) |
TimeManager | Discrete time steps |
AchievementManager | Player actions and unlockable achievements |
ChapterManager | High-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