Parley has been built for Unity version 4.0 so you can take advantage of all the newest features of Unity while enjoying the convenience that parley offers you in building and managing your game Dialogs and Quests.
If you are using Unity 3 we can supply you with the previous version of the Scripts. The actual front end is identical tool still works perfectly.
Edit all the quest and dialog text for your game and mange how they flow together. With Parley its very easy to create new Option from a Conversation and lead them to new Conversations.
Flow editing allows you to control where conversations flow and what parts will be available depending on what other parts have already been seen. You can manage weather conversations are available based on any game events as well as environmental values.
The Visual GUI for Parley is built with the philosophy of everything at a glance. You can easily see how text flows and what events trigger or disable others.
We have taken the approach of making Parley easy to use and have minimised menu’s and buttons so we have more space on screen for your Dialogs and Quests..
Parley allows you to create Conversations in a Dialog that will only be seen by the player once. The next time the player invokes the same Dialog that Conversation will be skipped.
For convenience Parley allows you to quickly indicate a return Conversation. In game an additional option of “Lets talk about something else” will be presented that will take the player to the return Conversation.
Game events are used to switch dialogs complete quest objectives and can also fire into your game code and cause changes to the physical game world. These events can be triggered from a dialog from a quests objectives or even a quest been completed.
Just like any story your game needs to be broken down into parts. We follow the same concept as movies and plays. Breaking all the parts into Act’s and Scenes. Each act and scene has different Dialogs and Quests. This makes the design of your game more manageable. Of course you can keep everything in one act and scene if that suits your needs.
In every Act anis Scene you define new NPC dialogs and Quests. Can can of course create a new dialog for the same story character latter in a different scene. The granularity this offers managing your story help, and also makes it more convenient for different people to work on the same NPC dialog just in a different scene.
Parley is very easy to integrate into an excising Unity project. Just import the scripts, attach a few to the appropriate objects in a scene. Create Dialogs and associate them with a GameObject. And off you go.
Parley makes it very easy to trigger events in your game. As Conversations, Quests and Quest events happen your game code can be notified allowing you to make in game events fire. This is how you bind Parley into your game.
When Quests or Quest objective are completed you can define two values that will be Broadcast into the Player class. This allows you to give the player Experience or any other value with the Extra Parameter (EP).
The text editor in Parley has a built in Spell Checker that will help you identify any errors and suggest the correct spelling as you are writing your dialogs and quest Descriptions.
Because Parley is an external tool to Unity it is focused on just the display of your Dialog and Quest tree’s. Not having to worry about any other graphics and resources. For this reason Parley is very responsive.
The Parley licence is a Team license which means you can have as many members of you team as you need working in Parley at no additional cost.
Because Parley works out side Unity you do not need a Unity license per Parley user. This means that your copywriters can work independently of Unity and those files can be brought into Unity when needed.
The environmental information tags are really name/value pairs that are request-
Once the Environmental Information is accessible from Parley we will be adding environmental criteria to Quests. Dialogs and Options. They will not be able to be used as Quest objection completion criteria only and requirements for Quests, Dialogs and Quest Objectives to be viable.
For example if you only want a certain quest to be available to characters of the race elf that are level 5 or higher your criteria could be
race=”elf” and level>5
This feature will make the old current level parameter of a quest redundant and will replace it.
Acts are the large parts of your game. Its impossible to generalise on how many acts you would need, but its safe to suggest that each act should represent a completely new part of your game. The free version of Parley can have as many Acts as you want.
Each act is broken into scenes. In makes a lot of sense if a scene in Parley is also a Scene in Unity. The free version of Parley can have as many scenes as you want per Act.
Don’t just think of Dialogs as interactions with NPCs’ you can use dialogs for doors, chests any collectable item. Keep in mind a dialog can trigger Player and Game events. These vents could open doors or trigger traps just as easily as start a conversation. In the free version of Parley you can create 3 dialogs per scene. The full version does not have any limits.
Conversations are the separate states each Dialog can have. They present the player with a set of Options as well as the opportunity to return to the previous Dialog or to say goodbye. The free version of Parley allows you to create 4 Conversations per Dialog. The full version does not place any limits on how many Conversations you can have per Dialog.
Each Conversations has a number of Options leading from it to other Conversations. The free version of Parley limits you to 3 Options per Dialog. The Full version has no limitations.
Each scene has a series of Quests, these interact with the Dialogs and each other. The free version of Parley allows you to create 2 Quests per scene. The full version is unlimited.
Each quest has a number of Objectives that must be met in order to complete it. The free version of Parley allows you to create up to 2 Objectives per Quest. The full version is unlimited.
The full version of Parley comes with scripts that make it easy to save and load the state of both Parley and your own game objects. Saving the state of Parley Dialogs and Quests as well as Game Objects, transforms and physics. These script are also easily extendable to store a variety of other game data you might need. The free version however does make all the information you need to save and load available if you want to integrate it to your own save/load system.
Added in Version 1.1.0
Dialog’s can be configured to have portraits that show in the Dialog Gui. The basic Gui supports these as do some of the other Gui implementations.
This feature allows a conversation to span multiple characters. The player could start off talking to one character and in the conversation be transferred to another character’s dialog tree and back again. There is no limit to the number of characters that could be involved in a single conversation.
Currently you can only see on dialog at a time and must tab back and forth between them to see how they interrelate. We planning to allow you to see them at the same time and explore there interactions. Allowing your to in effect build one single view of all dialog’s and quests in a scene.
A player commands that allows basic scripting when PlayerEvents happen. You can now broadcast a message into a player with or without a parameters. You can send messages into the player object the object the Parley instance is attached to or in the case or Dialogs into the object the Dialog is attached to.
There is a well structured class model for building your own Gui’s for Dialogs. This is covered in detail in the manual. This makes it easy for you to customise the way the Dialogs are viewed.
A facility to manage the display order of both Options and Objectives. When any Objectives are selected all the Other objectives of the same quest will display in there top left corner the number they are in the order list. Left click dragging from an objective to another will swap its place in the order.