A full day of foundation work today. Three distinct layers landed: the narrative system got its final wiring, Phase 3 began in earnest with the player interaction stack, and the complete data structure behind every conversation in the game was defined.
The narrative backbone — fully wired. The naming system the game uses to record everything that happened is now locked in. Tags like Proclaim.Flag.Family.SafehouseCompromised or Proclaim.Mission.C06.BroadcastSucceeded aren't just strings — they're registered, validated identifiers that Unreal tracks with full type safety. When the narrative engine sets a flag or checks a condition later, it's working with these tags, not magic strings that break silently if mistyped. Ten root tag namespaces seeded across all the major story domains.
The narrative state also now persists to disk. Everything the game tracks — all eight behavioral axes, every relationship score, every character's status, every mission outcome and scene seen — gets written correctly and restored on load. Start a new game, it seeds the world fresh. Load a save, the whole story context comes back exactly as you left it.
Phase 3: the player interaction stack. Today's work is the first layer of something the player will feel directly — walking up to a character and having the game respond.
The interactable interface is the contract that every interactive object in the world will implement. Any actor that can be talked to, examined, or triggered now speaks the same language. The player doesn't need to know what kind of thing it's looking at; the game just asks "can you be interacted with?" and acts on the answer.
The interaction detection system runs every frame. An invisible ray traces forward from the camera. If it hits something interactive, that object becomes the focus. When focus exists, the prompt appears — the label comes directly from the object itself, whether that's "Talk", "Examine", or anything else. When nothing is in range, the prompt disappears. Press E or the gamepad button and the interaction fires.
Nothing in the world implements these systems yet — that comes next when we place the first NPC. But the foundation is complete and verified in-engine.
The dialogue data structure. The full shape of every conversation in the game is now defined. A dialogue asset is a node graph: each node is a line of dialogue with a speaker and optional player responses. Each response knows where to go next, what conditions must be true before it appears, and what effects to apply to the narrative state when chosen. These plug directly into the narrative system already built — no parallel structure, no duplication.
The runtime that drives these assets comes next.