Skip to content

Quickstart

Patter has two halves: you write in Patterpad, and you play what you write with a Patterplay runtime. Here is the path from zero to a story running in your game. New to the ideas? Skim Core concepts or how it fits together.

Patterpad is the editor: the desktop app where you write. Download the installer for your platform from the Download page:

  • macOS: a signed .dmg
  • Windows: an .exe installer
  • Linux: an .AppImage

It’s a self-contained app; nothing else to install.

Create a project with File ▸ New Project… and start writing. The surface reads like a screenplay (character cues, lines, directions) and branching, conditions, and localisation are there when you reach for them. You can type dialogue immediately and play it live in the editor (⌘P / Ctrl+P) as you go.

The Patterpad guide is a full tour; the quickest starting points are the writing surface and structure & branching.

When the story is ready for your game, Publish ▸ Publish Bundle (⇧⌘B) compiles the project to a single .patterc file with no dependencies. That one file is everything a runtime needs. (Updating the bundle can be automated.)

A .patterc bundle plays the same way on every Patterplay runtime, so a story behaves identically whatever engine picks it up. Pick the one for your engine:

  • Web / JavaScript / TypeScript: the quickest path is the self-contained patterplay.min.js drop-in: one <script> tag, no build step (download it or load it from a CDN). → JavaScript & web
  • Unity (C#) · Unreal (C++) · Godot (GDScript): native plugins with the same API. → Playing in your game

Each runtime loads the bundle and walks it beat by beat: line, narration, choice, while your game reads its own Game Data off each beat to drive audio, camera, quests, and everything else.

The patter CLI validates, compiles, tests, and even plays a project from the command line: handy for automation and CI. Download a standalone executable for your platform from the Download page.

MIT-licensed open source · Made by · patterkit.com