GS_Cinematics
Not yet publishedDialogue, sequencing, typewriter text and performances.
In development See what it does
Node-based authoring with runtime execution and extensibility
Visual dialogue authoring using O3DE's GraphCanvas. Nodes for text, player choices, random branching, effects, and performances. Save as `.dialoguedb` assets for runtime loading.
Polymorphic systems for branching logic and gameplay consequences. Check game state via conditions. Modify game state via effects. Fully extensible through inheritance and O3DE serialization.
Direct your characters. Polymorphic performance system moves performers to markers, navigates navmesh paths, or repositions instantly. Perfect for staging conversations and cutscenes.
Screen-space and world-space dialogue display. Typewriter text with character-by-character reveal. Audio babble with phoneme mapping. Selection buttons for player choices.
Built-in localization support. LocalizedStringId references strings with keys and default text. LocalizedStringTable provides runtime lookup. Ship your game in multiple languages.
Complete dialogue system
Management: DialogueManager, CinematicsManager, DialogueSequencer
Graph Nodes: Text, Selection, Random, Effects, Performance (5 types)
UI: DialogueUI, WorldDialogueUI, DialogueUISelection, Typewriter, Babble
Performance: Stage markers, performer direction
Required: GS_Core
UI: LyShine
Navigation: RecastNavigation (for PathTo performances)
Dialogue Database: .dialoguedb files (GraphCanvas-based)
Localization: LocalizedStringTable assets
Author dialogues visually, ship with localization support.
Polymorphic systems. Custom conditions, effects, and performances are discovered automatically through O3DE serialization — no modification to core required.
Single text nodes for NPC barks. World-space bubbles for ambient dialogue. Typewriter effects for dramatic reveals. You can ship a simple dialogue system in minutes.
Branching conversations with conditions. Player choices that affect game state. Performances that move characters mid-conversation. The system grows with your narrative ambition.
Custom conditions, effects, and performances. Extend the base classes and reflect them — the system discovers your types automatically. Your dialogue ties directly into your gameplay.
From simple conversations to complex branching narratives — GS_Cinematics gives you the tools to bring your characters to life.
Dialogue, sequencing, typewriter text and performances.
In development See what it does