Dialogue & Quests
The Storyteller's Keep
Lesson 1
The Runtime Context
Build: The facade every condition and effect reads through

Lesson 2
The Dialogue Graph
Build: The resources that store a conversation as data

Lesson 3
Conditions
Build: Choices that appear and hide based on the game state

Lesson 4
Effects
Build: Making the world change: flip a flag, start a quest

Lesson 5
Quests
Build: Objectives that tick, quests that reuse your framework

Lesson 6
The Dialogue Manager
Build: The autoload that plays a Dialogue at runtime

Lesson 7
The Dialogue UI
Build: A box that listens to the manager and draws it

Lesson 8
The Quest Manager
Build: The runtime that tracks objectives and completes quests

Lesson 9
The Quest Tracker UI
Build: An on-screen log that listens to the quest manager

Lesson 10
Dialogue Meets Quests
Build: One choice starts a quest: the two systems shake hands

Lesson 11
Extending the System
Build: Write your own conditions: the framework is yours now
