Blueprint

The Blueprint editor is the visual interface for composing dialogues in LSDE.
It allows you to build narrative graphs by connecting blocks, offering a clear overview of the conversational flow.
You can then retrieve these flows as pure data and use them in your Runtime or LSDEDE, the generic Runtime designed to meet this need.
Overview#
The Blueprint functions as an infinite canvas where you place and link blocks.Each scene has its own graph, with a starting block and a flow that branches according to your design choices.
Scenes are automatically saved when you switch between them.
Block Types#
The Blueprint system relies on 4 types of content blocks and one note type:Dialog — A line of dialogue assigned to a character.
The most common block.
The most common block.
Choice — A branching point where the player chooses a response from several options.
Condition — An invisible switch that evaluates the game's state and silently redirects the flow.
Action — Triggers in-game effects (give an item, play a sound, activate a flag).
Note — A comment block for the narrative designer, ignored during execution.
Canvas Interactions#
The editor offers a fluid composition experience designed so you don't have to leave the keyboard:Drag-and-drop to move and reorganize blocks.
Multi-selection to move or delete multiple blocks simultaneously.
Copy/Paste of blocks and connections between scenes.
Full Undo/Redo on all operations.
Alignment guides for a clean and readable graph.
Block locking to protect finalized sections.
Keyboard shortcuts Stay in your flow; you don't need to juggle between mouse and keyboard.
Fast Carousel#
The fast carousel allows you to configure actors, emotions, and choices block by block, directly from the canvas.No need to open each block individually — navigate with the keyboard and continuously assign properties.
Navigation#
Minimap — Reduced view of the complete graph for quick navigation in large scenes.
Scene tree — Side panel listing all scenes in the project.
Folder mode — Visualizes scenes as connected cards for an overview of the project.
Export#
Blueprints can be exported to game engine formats with per-scene target selection, metadata, and character identifiers.The system automatically generates typed interface classes for:
TypeScript / JavaScript
C# (.NET, Unity, Godot Mono)
C++ (Unreal Engine, custom engines)
GDScript (Godot 4)
Naming conventions are configurable according to your project.