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, scaffold the standard layout first:
parlance init my-story
That creates the data/ subdirectories for each entity type, ready to open.
(It refuses to scaffold into a directory that doesn't look intentional, 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; the location map or Reports when no entity is selected.
- 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.
- Give it an id —
npc_gatekeeper— and a name. Enter. 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.
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. Click the entry node and write a line in the inspector's Text field — notice it's a serif prose field with a live word count: narrative text is typographically first-class.
- Set the dialogue's Default speaker to
npc_gatekeeper. - In the character's Dialogue Ladder field, add a rung pointing at
dlg_gate_first. TheCOVERAGEwarning clears — your character can now actually speak.
5. Watch validation work for you
Delete the dialogue (toolbar → Delete dialogue, confirm) and watch the
validation bar: the ladder rung you just authored is now a dangling reference —
a red REF error naming the exact spot. Click the issue row: it navigates
straight to the character. Undo the deletion with Cmd/Ctrl+Z; the
error 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 project that ships with Parlance, and the
playable demo on this site — and poke around: three characters with
ladders, 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.