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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
Languages
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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

Chapter 12 – Procedural Storytelling with ink

  1. Procedural storytelling occurs when the story of a project is generated by procedures, or rules, that dynamically plan or shape content for a player.
  2. A random table is a set of entries where individual values are chosen at random. Originally created as tables where rows were chosen using dice, the same concept can be used in ink with shuffles.
  3. Randomness can be weighted toward certain probabilities. In ink, the RANDOM() function can be used to decide the probability of entries instead of the default equal amounts when using the shuffle functionality.
  4. A grammar is a set of rules for a language. A substitution grammar decides the substitution of words or phrases according to a set of rules. Often, substitution grammars are used with random entries or according to conditional rules.
  5. Story planning is the ordering of story content based on rules. Story planning is based on using a substitution grammar for deciding...
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