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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

Making a quest count

In narrative terms, a quest is a series of events connected to a character within a story. In video games, quests are a sequence of connected events experienced by the player. In role-playing games, a quest might include unlocking a weapon, rescuing a prince, or defeating some great evil. Each point along the way is a step of the quest. Translated in terms of story and code, a quest can be thought of as a series of steps where the resolution of each step unlocks the next.

ink supports this pattern of smaller parts within a larger whole as stitches within a knot. Thought of in this way, each step of the quest can become its own stitch within the code, with the outcome of each stitch being able to move to the next within the larger structure. Using LIST in ink also allows us to define the steps we want by name, with a special knot progressing the player from one stitch to the next within the quest structure.

In this section, we will learn how to design a quest...

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