Show dialogue letter by letter with natural pauses, and let players skip it
Text that types itself out feels alive, but at a constant speed it reads like a machine, speeds up on fast computers and splits emoji in half. Here is how to time each character, pause where a speaker would, and jump to the end on a button press.
Why this works
Speech has rhythm: people stop at a comma and breathe at a full stop. Working out when each letter appears, rather than counting frames, gives the same rhythm on every screen, and lets a skip jump to the end without breaking anything.
When not to use it
Don't use it for long texts that people read for information, such as rules, quest logs or tutorials: the wait is only a drag there. Show those at once. Also offer instant text to players who read fast or who find moving text hard.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 36 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Show dialogue letter by letter with natural pauses, and let players skip it" (read_entry dialogue-text-appears-letter-by-letter-with-pauses) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP