Loading values into ink
The procedural aspect of procedural storytelling can exist either primarily in ink or Unity. In this topic, we will examine the process of loading values into ink. We will center a design focused on letting ink make procedural decisions about what content a user might see or interact with during a play session.
In the first section, Substitution grammars, we will consider how to use what we learned in the previous section, Introducing procedural storytelling in ink, to build a set of possible events for a player. This will lead us into the next section, Story planning, where we will apply rules to the grammars themselves. This will allow us to control how different sets of encounters are influenced by previous ones, creating simple formulas for complex stories.
Substitution grammars
In linguistics, grammar describes the rules that define how a language works. For example, in English, there is a specific order of subject, verb, and object in sentences...