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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

Coding collections in Unity

In the previous topic, we examined ways to have ink create and plan content for a player. In this section, we move back into Unity. Often, in large projects, story and otherwise, narrative content will be one of several complex interlocking mechanics in a game. In these cases, procedural storytelling will be one of multiple systems, and Unity, as the game engine driving the project, will be programmed to use one story over another as part of more complex operations and planning. In these cases, the narrative content is stored in what C# names collections. These can be something as simple as an array or a much more complex data structure capable of sorting its internal elements based on patterns or the values of their internal elements.

In the first section, Using multiple stories, we will look at an example of moving the procedural storytelling aspect of a project from ink into Unity. Instead of working with shuffles in ink, we will use randomness in...

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