Nongine provides 17 node types organized into five categories. Each node serves a specific purpose, and together they give you the tools to build visual novels of any complexity.
Flow Nodes
| Node | Color | Description |
|---|
| Start | Green | Entry point of the story. Every project must have one. |
| End | Red | Terminates a story path. Supports ending types, credits, and achievement unlocks. |
| Chapter | Purple | Marks a chapter boundary with a title and number. |
| Jump | Amber | Jumps execution to a labeled target node elsewhere in the graph. |
| Comment | Indigo | Non-functional annotation for organizing and documenting your graph. |
| Call | Indigo | Invokes a reusable subgraph and returns when it completes. |
Content Nodes
| Node | Color | Description |
|---|
| Scene | Blue | Sets the visual stage: background image, characters on screen, transition. |
| Sequence | Cyan | Linear chain of dialog, narration, sound, and effect steps. |
| Cutscene | Pink | Timed cinematic sequence with automatic progression. |
| Audio | Teal | Standalone audio control: play, stop, or fade background music and SFX. |
Branching Nodes
| Node | Color | Description |
|---|
| Choice | Orange | Presents the player with a set of options, each leading to a different path. |
| Condition | Yellow | Evaluates a variable condition and branches to "true" or "false" output. |
| Random Branch | Fuchsia | Selects one of several outputs at random, with optional weighted probabilities. |
Interaction Nodes
| Node | Color | Description |
|---|
| Interaction | Violet | Hotspot clicking, text input prompts, or drag-and-drop minigames. |
| Map | Dark Amber | Location map where the player selects a destination. |
Logic Nodes
| Node | Color | Description |
|---|
| Set Variable | Slate | Sets, toggles, increments, decrements, or resets one or more variables. |
| Script | Emerald | Executes custom JavaScript code with access to project variables. |
Subgraph Support Nodes
These nodes exist inside subgraphs and are not placed manually on the main canvas:
- SubgraphEntry — Marks where execution enters a subgraph. Receives parameters from the Call node.
- SubgraphExit — Marks an exit point of a subgraph. Multiple exits allow branching after the call.
Choosing the Right Node
Start with Scene and Sequence nodes for the core narrative. Use Choice and Condition for branching. Add SetVariable nodes to track state. Use Script for advanced logic. Organize large graphs with Comment, Chapter, and Call (subgraphs). The following pages document each node type in detail.