You can now bulk import your text and pre-populate nodes with characters, choices, and connections! Here’s how!
After creating your episode, you will see a new button to Import as Text.
Clicking this button will open a new window where you can copy/paste your text — but to use this, you’ll need to take a few steps first.
Build your Script
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You don’t have to have your script finished to import it. After importing nodes, you can import additional ones anytime you want!
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Access the Text Importer Template here. You can copy this spreadsheet and start editing it directly!
Inside, you’ll find a guide on how to structure your script.
- You must use a sheet. You cannot use a simple word doc. This is because the importer reads the different columns as different data.
- You must add your locations and characters to the engine before importing if you want these to connect appropriately.
Simple text nodes
If your node only includes dialogue, narration, and texting, you can set this up with a simple approach.
- Put the node name in column A on line 1. This can be any name but cannot include spaces or special characters. For example: node_beach
- Put the location id in column C on line 1 using the id from the Locations list in your game on the engine. For example: #LOCATION: beach
- Put the content of the text in column B. If you use the template, there is conditional formatting that will highlight your line in red if it’s got too many characters (120 characters)
- Put the character next to their corresponding dialogue in column A. This must match the “alias” in the character list on the engine.
- If you want it to be a texting line, add #CHAT in column C.
- If you do not add a #GOTO line at the end of your node, it will automatically connect your node to the next one in the list.