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Welcome to the Diplomata documentation.
Learn about the entities, understand the concepts and learn how to use the Diplomata to create content for you game or interactive application.
Diplomata is a Unity multi language dialogues content management system and editor extension inspired by Twine, like Fungus and Yarn, but is not node based.
Diplomata manage optionally other contents of a game like characters, inventory, quests, animations and sprites.
Idealized for screenwriters, game designers, programmers and hobbyist writers, to configure and apply dialogues in any type of game.
The main idea behind Diplomata is to be spreadsheet-like and a character-based system. The messages are cells in a order from top to bottom and left to right.
What determine what message of the column is the right one is how you configure the conditions, for example if the first one in the the first column has the condition to be active only with a specific item and the player don't have that item the game goes to the second message of the column.
Besides that, every column have a emitter, a character, and every column amount is part of a context, the game could be separated by contexts, for example, a context before a boss battle and a context after a boss battle.
And been a character based system means that every context list is part of a character, because to trigger this context the player need to interact with that character.
This is an overly brief explanation, but covering all the cited parts will be much easier to understand and to use.
High concepts of the plugin.
- Spreadsheet Dialogue Tree Style
- Localization
- Unity Serialization Concessions
- Characters attributes and influence
- Characters x Interactables
The Diplomata entities explained.
Learn to implement the Diplomata in your application.
- General
- Dialogue Canvas
- Get and set flags
- Inventory management
- Quests and quest log
- Persistent Data (Save & Load)
- Extensions
How to contribute and understand the source code and documentation.