I try plyGame DiaQ

So among last April´s free “level eleven” plugin offers was this somehow interesting Unity3D plugin: plyGame. It is supposed to be an out-of-the-box system for setup and management of ingame items / inventory, dialogs, quests, characters / level system. Also it comes with some features I am not really interested in, namely visual scripting (called “Blox”) and a screen menu system.

Today I decided to give it a try (version 2.5.8), but wanted to start small. I only wanted to use the feature of quest and dialog management (named “DiaQ“) which is advertised to be usable as a standalone element, i. e. without the plyGame engine. But as it turned out, there is very little in-deep documentation and simply importing the package does not suffice. There is one YouTube video by the package developer that explains usage of it but assumes the user utilizes visual scripting. Especially it does not explain how to setup DiaQ when you don´t want the rest. So I had to find out on my own, and like to explain my experiences a bit.

First of all: only a certain subset of the plyGame packages is to be imported – see the image below. If you import too much you get double assets hindering each other.
150919_plyGame-DiaQ_requiredimports

Next the asset package “plyoung/DiaQ/diaqsample” should be extracted by double clicking it. This creates a prefab and some sample resources.

If you go on and load the sample scene “plyoung/DiaQ/Sample/diaq_sample_scene” and run it, you should get two types of error messages. The first one moans over a missing script. It is the “DiaQLoadSaveInterface” on the “DiaQ” prefab. I found it to be superfluous and just removed it from the prefab. The second one claims that entries for the [Default] language are missing. I could resolve that problem by showing the dialog window “Tools/PL Young/DiaQ/Settings”, then pressing the “Edit Languages” button, adding a language by pressing the “+” button in the top-left corner, and finally removing the just added language again by selecting it and pressing the “-” button. I assume that clears up some missing default entries internally or so. Works for me…so far.

So now the way is free to actually build nice quests and dialogs. If you too want to try that but don´t have a clue on where to start then begin by adding a new quest and a new dialog graph by the “Tools/PL Young/DiaQ” windows “Graph Editor” and “Quest Editor”. See the already existing “Sample Quest” and “Sample Graph” for reference. You can try your new quest / dialog by loading the sample scene “plyoung/DiaQ/Sample/diaq_sample_scene” and adapting the script “plyoung/DiaQ/Sample/DiaQSample.cs”. There in the “Start” routine you can hardcode the names of your new quest and dialog to have them loaded. Try duplicating the sample quest / graph. If you get null references or missing variable conditions try to see how the sample is set up in the “Graph Editor” and “Quest Editor”.

Happy quest/dialog game making!