Your first project
Goal: a running editor, a scaffolded project, one character, one dialogue — and a feel for where everything lives. ~10 minutes.
1. Open a project
Launch Parlance and point it at a project folder — most often the directory of the game repository your story belongs to. (Install & run covers getting the app and what it writes where.)
To start from nothing, use File ▸ New Project… and pick Blank, or scaffold the standard layout from the command line:
parlance init my-story
Either way you get a data/ folder with a subdirectory or registry file for
each entity type, ready to open. (Parlance never scaffolds a folder you
open: one without a data/ directory, a parlance.config.json or a
schema/ directory is refused as not a project, so you can't accidentally
seed your Downloads folder.)
2. Learn the four regions
The editor is one screen with four fixed regions:
- Type sidebar (far left) — one row per entity type with a live count. Reports is pinned to its footer.
- Entity list — search, group, and a + New button for the selected type.
- Main panel — a form for most entities; a canvas for dialogues and quests; an overview when no entity is selected (the scene flow for Dialogues, the dependency graph for Quests, the map for Locations), and Reports from the sidebar footer.
- Validation bar (bottom) — live error/warning counts, collapsed to a status row until you click it.
Press Cmd/Ctrl+K now — the command palette fuzzy-matches every entity and action in the project and is the fastest way anywhere. Make it a habit on day one.
3. Create a character
- Select Characters in the sidebar, click + New.
- The box takes just an id: type
npc_gatekeeperand press Enter (or Create). The filedata/characters/npc_gatekeeper.jsonnow exists on disk; check your git status if you want proof. - The form you're looking at is generated from the character schema — every field validated, references offered as dropdowns. The new character is called New Character: set Name to Gatekeeper and click Save (the form holds your edits until you do).
Notice the validation bar: the project now has a COVERAGE warning —
character has no dialogue. The validator noticed before you did; it's that
kind of colleague. Leave it for a moment.
4. Create a dialogue
- Dialogues → + New → id
dlg_gate_first. - The main panel is now the dialogue canvas, with one entry node,
node_start. Click it and replace the placeholder in the inspector's Text field with "The gatekeeper looks you over." — notice it's a serif prose field with a live word count: narrative text is typographically first-class. - At the top of the inspector, in its Dialogue section, set
Default speaker to the Gatekeeper. The gatekeeper now speaks a
dialogue, so the
COVERAGEwarning clears — and anOFFERwarning takes its place: 1 speaker dialogue(s) are offered by nothing and have no world placement — unreachable. Speaking a scene doesn't make it playable; the game also has to know when to start it. - In the same section, click + Offer this dialogue. Leave offered when
empty — it reads always (the fallback). The gatekeeper now presents this
scene whenever the player approaches, and the
OFFERwarning clears.
5. Watch validation work for you
Delete the dialogue (toolbar → Delete dialogue → Confirm delete) and
watch the validation bar: the character's only dialogue went with it, so
npc_gatekeeper has nothing to say — a COVERAGE warning naming the exact
character. Click the issue
row: it navigates straight to them. Undo the deletion with Cmd/Ctrl+Z;
the warning clears. That save-validate-navigate loop is
the core of how Parlance feels — nothing broken
gets to hide.
6. Open something real
An empty project teaches layout; a real one teaches craft. Open
The Mistfall Inn — the demo mystery behind the playable demo on
this site — with File ▸ Open the Demo, and poke around. It opens a copy in
Documents/Parlance, so nothing you change there can break the original. Three characters with
offers, a quest with three outcomes,
route fixtures, zero validation issues under --strict.
Where next
- Branching dialogue — the canvas in earnest: choices, checks, script view.
- Shortcuts & small features — five minutes that pay for themselves daily.
- How it all fits together — the loop you just entered, end to end.