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Typewriter Text

Revealing dialog one character at a time, with pauses that give the line a voice.

uidialogtextpacing

Examples

Captured from this page's own interactive demo below.

Overview

Typewriter text prints dialog and narration character by character instead of dumping the whole line at once — the RPG and visual-novel staple that's been pacing game conversations since the 8-bit era.

It works because the reveal speed becomes the character's voice: a steady tick reads as calm narration, a fast burst as excitement, and a held pause after a comma or ellipsis lands like an actor's beat. The same sentence performs completely differently at different speeds.

It also controls information flow — the player reads exactly as fast as the game speaks, so a dramatic reveal can't be skimmed. Paired with per-character blips (see Pitch Randomization), it's most of what people remember as 'that game's talk sound'.

Interactive Demo

NARRATOR

Characters / sec40
Punctuation Pause150ms

Use Cases

RPGVisual novelsDialogTutorials

Best Practices

Do

  • Hold an extra beat after punctuation — that pause is where the 'voice' lives; flat per-character timing reads robotic.
  • Let a press skip to the full line instantly — players re-reading dialog will hate a slow reveal they can't fast-forward.
  • Reveal characters with TMP's maxVisibleCharacters (or equivalent) instead of rebuilding the string, so layout never reflows mid-line.

Don't

  • Don't play a sound on literally every character at high speeds — rate-limit the blips or they merge into a buzz.
  • Don't run the reveal on scaled game time — dialog during slow motion or pause menus should keep its own clock.
  • Don't use it for HUD or system messages the player needs instantly — it's a pacing tool for dialog, not a default.

Common Mistakes

Implementation

Paste this into your AI assistant (Cursor, Copilot, Claude) to add the effect to your project.

Prompt
Add the "Typewriter Text" game-feel effect to my project: Revealing dialog one character at a time, with pauses that give the line a voice.

How it works: Typewriter text prints dialog and narration character by character instead of dumping the whole line at once — the RPG and visual-novel staple that's been pacing game conversations since the 8-bit era.

Guidelines:
- Hold an extra beat after punctuation — that pause is where the 'voice' lives; flat per-character timing reads robotic.
- Let a press skip to the full line instantly — players re-reading dialog will hate a slow reveal they can't fast-forward.
- Reveal characters with TMP's maxVisibleCharacters (or equivalent) instead of rebuilding the string, so layout never reflows mid-line.

Avoid:
- Don't play a sound on literally every character at high speeds — rate-limit the blips or they merge into a buzz.
- Don't run the reveal on scaled game time — dialog during slow motion or pause menus should keep its own clock.
- Don't use it for HUD or system messages the player needs instantly — it's a pacing tool for dialog, not a default.

Implement the effect in whatever engine/stack the project already uses and follow its existing code style. Wire it up where it makes sense.

References

Related Effects

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