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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

Displaying and awarding player progression

In programming, there are two approaches to accessing values in one system from another: polling and events-based. Either a value can be checked if it has changed (polling) or one system can wait for a message (event) from the other to signal that a value has changed. Because the second system must wait for an event to happen, this is often known as the observer pattern because the second system is observing events.

In the first section, we saw an example of polling in action. Each time a step of the quest came to its end, the Unity code checked (polled) the ink values to see if it should show a Button game object and allow the player to progress the quest. The second section moved us closer to an events-based approach, where the ObserveVariable() method was used within the Quest class. In the second project, whenever the end ink variable changed, it updated the End property of the Quest class in Unity. As this value (the End property)...

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