Getting started
Your first ten minutes with Patter are spent writing a scene. You open Patterpad, name a project, type a character’s cue and the line they say, add another, and press play. The scene runs in the Play window above the script, and from there the branches, the conditions, and the game are one step each. This page is that path, from an empty project to a story running in your engine.
If you would rather read the ideas first, skim Core concepts or how it fits together. PatterKit: A Branching Dialogue System introduces the project, where it came from, what is in it, and why it works this way.
1. Get Patterpad
Section titled “1. Get Patterpad”Patterpad is the editor, the desktop app where you write. Download it for your platform on macOS, Windows, or Linux. It’s one self-contained installer with nothing else needed, and the same page has the runtime plugins and the CLI.
2. Write your story
Section titled “2. Write your story”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.
3. Build a bundle
Section titled “3. Build a bundle”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.)
4. Play it in your engine
Section titled “4. Play it in your engine”A .patterc bundle plays the same way on every Patterplay runtime, so a story behaves
identically whatever engine picks it up. On the web, the quickest path is the self-contained
patterplay.min.js drop-in, one <script> tag with no build step (download it or load it
from a CDN), described on JavaScript & web. Unity (C#), Unreal (C++),
and Godot (GDScript) each have a native plugin with the same API, and
Playing in your game is where those start.
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.
Prefer the terminal?
Section titled “Prefer the terminal?”The patter CLI validates, compiles, tests, and even plays a project from the
command line, which suits automation and CI. Download a standalone executable for your
platform from the Download page.
Open source under the MIT licence, made by Ian Thomas.