The very first dialogue engine to appear on the Asset Store and still going strong.
In the early days this dialogue kit featured the ability to track your progress both in the dialogue and in the game by doubling as an inventory system a well as a dialogue engine. It had the ability to be used as a save game system (1 line of code to save, 1 line of code to load) and for you to simulate intelligence in your NPCs by making them "remember" past interactions.
Another part of it's appeal was that anything you did in either a dialogue or in the game itself could influence both the dialogue AND the game. For instance, only if you spoke to the king would the guards open the gate to the forbidden road... Only by obtaining 5 items would the king speak to you again or he would speak to you but the dialogue would reflect that you did not complete your quest. Also, every dialogue turn had the option of triggering any number of custom functions you wanted, allowing you to make your game do anything at any time you wanted, right from the dialogue...
Then came version 2...
With version 2 your inventory could now store any number of sub properties, still ready to be displayed mid dialogue. Also, custom functions no longer needed to pass through an intermediary function and could now call functions on multiple objects, have between 0 and infinite parameters and you can even give your scripted parameters names by which you could reference them in code.
To demonstrate this I now include the most requested feature during customer support sessions: integrated audio playback. Start and stop audio with instant play or loops, trigger a start or stop any time you want.
Still not enough? Fine. How about the ability to add custom functionality to the dialogue engine without modifying a single line of code? Done. simply add the extra data and or instructions you want into the dialogue script and use it from your custom code that you call during dialogue turns.
then of course there is the fact that the dialogue file format's tight formatting requirements were completely removed and replaced by a super forgiving formatting style... oh and heck, just for good measure I even included a second formatting style to combine multiple elements on one line (called shorthand scripting)... and of course I allow you to mix and match the short hand and normal scripting methods as you see fit...
Stored data and inventory and quest progress... all of it, pick what data type it should be and the kit returns your data for you in that type: String, int, float, Color, Quaternion, Vector2/3, Rect...
And just to put the icing on the cake... just to demonstrate how the entire system is 100% compatible with any GUI system that Unity supports (UGUI, NGUI and all others) as it is an entirely self contained unit that only requires that you use one of the included display scripts or create a new one to fit your needs... I went and created a Visual Novel kit just to show it could be done using nothing more than THE Dialogue Engine.
* Infinite expansion options limited only by your imagination requiring no code changes at all
* Runtime generated, typed variables
* Completely display agnostic
* Call any number of custom functions with any number of parameters from any turn
* Smart dialogue
* Dialogue influences your inventory and the game
* The game influences the dialogue you see when you speak to character
* Dialogue localisation
* An inventory system
* Game load / save system
I even created a shop once, just to show it can be done... Combine that with the included Visual Novel kit, the point and click adventure demo, traditional RPG dialogues and hopefully you have started to see the power this kit has on offer. I call it a Dialogue Engine but in reality, there is far more that this kit can do than what even I can imagine...
It was created in 2008, before the Asset Store even existed and is still going strong today. Used by everyone from the US Airforce to casinos alike, uses vary from environmental awareness rallies to job training... It can even be used in games... :D