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Dynamic Story Scripting with the ink Scripting Language

You're reading from   Dynamic Story Scripting with the ink Scripting Language Create dialogue and procedural storytelling systems for Unity projects

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Product type Paperback
Published in Nov 2021
Publisher Packt
ISBN-13 9781801819329
Length 272 pages
Edition 1st Edition
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Author (1):
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Daniel Cox Daniel Cox
Author Profile Icon Daniel Cox
Daniel Cox
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Table of Contents (18) Chapters Close

Preface 1. Section 1: ink Language Basics
2. Chapter 1: Text, Flow, Choices, and Weaves FREE CHAPTER 3. Chapter 2: Knots, Diverts, and Looping Patterns 4. Chapter 3: Sequences, Cycles, and Shuffling Text 5. Chapter 4: Variables, Lists, and Functions 6. Chapter 5: Tunnels and Threads 7. Section 2: ink Unity API
8. Chapter 6: Adding and Working with the ink-Unity Integration Plugin 9. Chapter 7: Unity API – Making Choices and Story Progression 10. Chapter 8: Story API – Accessing ink Variables and Functions 11. Chapter 9: Story API – Observing and Reacting to Story Events 12. Section 3: Narrative Scripting with ink
13. Chapter 10: Dialogue Systems with ink 14. Chapter 11: Quest Tracking and Branching Narratives 15. Chapter 12: Procedural Storytelling with ink 16. Assessments 17. Other Books You May Enjoy

Summary

In this chapter, we explored three different approaches to dialogue systems. In the first approach, we worked through hashtags and speech tags. In ink, we can add a hashtag to the end of a line. This allows you to add extra information per line such as the speaker for a line of dialogue or which media file to play for the line. With speech tags, a colon (:) can be added in front of the dialogue to mark the speaker. The speech tag helps with testing with Inky but requires more C# code in Unity. Hashtags and speech tags can be combined in various contexts where the hashtag can represent the media file or additional data for the developer whereas the speech tag contains who is communicating the line.

In the second approach, we zoomed out from the line-by-line emphasis with tags to the structures within ink. To replicate a click-to-continue pattern, we can combine a knot and the use of tunnels in ink. This is also true of dialogue trees, which we can break out into their own...

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