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Documentation Index

Fetch the complete documentation index at: https://docs.kodeflowstudios.com/llms.txt

Use this file to discover all available pages before exploring further.

You can also use Parley for things other than just plain ol’ dialogues! Here are a few more examples below

Popups

Things like interacting with a locked door, or an elevator being out of order, you can have a folder for each area and group in file by type or frequency or whatever you like. You can also utellize localization support and have the file in multiple languages and boom, you have a whole other system.
# Signs & Readable Objects
sign_bulletin_board:
    Text: "Community meeting — Thursday, 7PM. Refreshments provided."
sign_no_entry:
    Text: "Authorized personnel only."
sign_wet_floor:
    Text: "Caution: wet floor."

# Interactables
drawer_empty:
    Text: "Nothing useful in here."
drawer_locked:
    Text: "Locked. Probably for a reason."
computer_no_power:
    Text: "The screen is black. No power."
computer_password:
    Text: "A login screen. You don't know the password."
phone_dead:
    Text: "Battery's dead."
vending_machine_empty:
    Text: "Sold out. Of course."
vending_machine_no_change:
    Text: "Exact change only. You don't have any."

# Environment
window_too_high:
    Text: "Too high up. Not happening."
vent_too_small:
    Text: "You'd never fit through there."
rubble_blocking:
    Text: "The passage is completely blocked."
For the code you’d simply do parleyYaml.ProgressDialogue(“drawer_empty”).

Captions

For characters talking in the background without needing the player to click anything, you can simply have the advance signal on a timer/coroutine.
# Cafe Chatter
cafe_chatter_start:
    Speaker: "Woman by the window"
    Text: "...and then she just never texted back."
    NextNode: cafe_chatter_2
cafe_chatter_2:
    Speaker: "Her Friend"
    Text: "No. Seriously?"
    NextNode: cafe_chatter_3
cafe_chatter_3:
    Speaker: "Woman by the window"
    Text: "Three weeks. Nothing."

# TV in the Background
tv_start:
    Speaker: "TV"
    Text: "Authorities are urging residents to remain indoors until further notice."
    NextNode: tv_2
tv_2:
    Speaker: "TV"
    Text: "New ZestoFlakes — now with thirty percent more zest!"

# Office Background Noise
office_chatter_start:
    Speaker: "Coworker"
    Text: "Did you get the memo about the new filing system?"
    NextNode: office_chatter_2
office_chatter_2:
    Speaker: "Other Coworker"
    Text: "I don't even know what a filing system is anymore."
    NextNode: office_chatter_3
office_chatter_3:
    Speaker: "Coworker"
    Text: "Just... click the thing. The blue thing."

Monologue

A player can also excalim and react to things, you could make that too!
# Entering a new area
monologue_dark_room:
    Speaker: "You"
    Text: "I can't see a thing in here."
    NextNode: monologue_dark_room_2
monologue_dark_room_2:
    Speaker: "You"
    Text: "There has to be a light switch somewhere..."

# Finding something important
monologue_found_key:
    Speaker: "You"
    Text: "Wait. Is that...?"
    NextNode: monologue_found_key_2
monologue_found_key_2:
    Speaker: "You"
    Text: "That's the key. That's actually the key."
    NextNode: monologue_found_key_3
monologue_found_key_3:
    Speaker: "You"
    Text: "Okay. Okay, this changes things."

# Something goes wrong
monologue_alarm_triggered:
    Speaker: "You"
    Text: "No no no no no—"
    NextNode: monologue_alarm_triggered_2
monologue_alarm_triggered_2:
    Speaker: "You"
    Text: "I triggered the alarm. I actually triggered the alarm."

# Examining something unsettling
monologue_strange_photo:
    Speaker: "You"
    Text: "Who are all these people?"
    NextNode: monologue_strange_photo_2
monologue_strange_photo_2:
    Speaker: "You"
    Text: "And why is this one circled?"

UI

You could also make UI!
# Main Menu
new_game:
    Text: "New Game"
continue:
    Text: "Continue"
settings:
    Text: "Settings"
quit:
    Text: "Quit"

# Settings
audio:
    Text: "Audio"
video:
    Text: "Video"
controls:
    Text: "Controls"
back:
    Text: "Back"

# Confirmations
confirm_delete:
    Text: "This will delete your save. Are you sure?"
confirm_yes:
    Text: "Yes, delete it"
confirm_no:
    Text: "Never mind"

# Tooltips
tooltip_save:
    Text: "Your progress is saved automatically at checkpoints."
tooltip_stamina:
    Text: "Stamina depletes while sprinting. It recovers when you stop."
tooltip_interact:
    Text: "Press E to interact with objects."

# Notifications
notify_saved:
    Text: "Game saved."
notify_new_area:
    Text: "New area discovered."
notify_objective_updated:
    Text: "Objective updated."
And make a simple handler that would have a list of a class to hold each text element and its loaded localized text value, not exactly how you’d normally use a dialogue engine but parley can handle most your text need! And that’s about it, great job you have come very far. If you have any questions Shoot us a message! The next section is a technical reference for all the syntax, classes, methods, and error codes that you need to use Parley.