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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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Toc

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

Pulling on threads

Diverts were introduced as pointing to their destination. To create a tunnel, a hyphen and a greater-than symbol were combined, ->, on either side of the name of the knot or stitch. However, diverts can point inward as well. When a divert is created with a less-than symbol and a hyphen, <-, it becomes a different concept called a thread. Instead of moving the flow to the destination, ink threads the destination's text or code into another location.

In this section, we will work with threads to collapse more complex weaves into simpler structures. Instead of multiple levels of choices and their text outcomes, we will use threads to achieve the same result in a more efficient way.

Making threads

Often, threads are considered to be an inverse of diverts. Instead of the flow moving to the section of the story, the section of the story moves to the current position of the flow. Returning to the code from Example 4, threads can be used in multiple places...

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