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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 worked through the process of adding a script component, associating an ink JSON file with a property, and using methods and properties as part of the Story class to progress a running ink story. We saw how the Continue() method loads one line at a time and the ContinueMaximally() method loads all text until it encounters a weave. When combined with the canContinue property, these methods allow for text content to be loaded from an ink JSON file and prevent any errors when the content runs out. With the currentChoices property, we examined how to use loops, such as those using the foreach keyword. When we used the ChooseChoiceIndex() method, we picked which option among the weave we wanted and progressed through a story using the Continue() or ContinueMaximally() methods again.

By setting up user interface game objects in Unity, we built a dynamic process to load ink story content, destroy buttons, and then create new ones. Needing to create a Button...

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