Summary
The goal of this chapter was not to solve all problems with procedural storytelling or to cover every possible algorithm. The first topic, Introducing procedural storytelling in ink, reviewed the important concepts, such as how randomness can play a role in selecting content in ink. The second section, Loading values into ink, looked at how more advanced concepts such as grammars and story planning can be used with ink. Finally, in the Coding collections in Unity topic, we saw how Unity can be used to randomly select ink stories in a collection in the first section, as well as how some simple conditional testing can be incorporated by communicating between ink stories and C# classes in Unity.
We have now completed the last chapter of this book and hope that you will walk away with different concepts to explore and with simple patterns to use for much more advanced projects. Procedural storytelling is a diverse and deep subject. Many researchers and developers have created...