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  • Book Overview & Buying Dynamic Story Scripting with the ink Scripting Language
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Dynamic Story Scripting with the ink Scripting Language

Dynamic Story Scripting with the ink Scripting Language

By : Daniel Cox
4.6 (8)
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Dynamic Story Scripting with the ink Scripting Language

Dynamic Story Scripting with the ink Scripting Language

4.6 (8)
By: Daniel Cox

Overview of this book

ink is a narrative scripting language designed for use with game engines such as Unity through a plugin that provides an application programming interface (API) to help you to move between the branches of a story and access the values within it. Hands-On Dynamic Story Scripting with the ink Scripting Language begins by showing you how ink understands stories and how to write some simple branching projects. You'll then move on to advanced usage with looping structures, discovering how to use variables to set up dynamic events in a story and defining simple rules to create complex narratives for use with larger Unity projects. As you advance, you'll learn how the Unity plugin allows access to a running story through its API and explore the ways in which this can be used to move data in and out of an ink story to adapt to different interactions and forms of user input. You'll also work with three specific use cases of ink with Unity by writing a dialogue system and creating quest structures and other branching narrative patterns. Finally, this will help you to find out how ink can be used to generate procedural storytelling patterns for Unity projects using different forms of data input. By the end of this book, you will be able to move from a simple story to an intricate Unity project using ink to power complex narrative structures.
Table of Contents (18 chapters)
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1
Section 1: ink Language Basics
7
Section 2: ink Unity API
12
Section 3: Narrative Scripting with ink

User interface models for conversations

There is a long history of presenting dialogue options to players in video games and other interactive projects. From the earliest text prompts to complicated layers of menus in more modern video games, each generation of video game systems has introduced different methods of presenting information. However, two general models appear in many games: lists and radial menus. They can be explained as follows:

  • Based on the original presentation of one choice after another in a vertical arrangement, the list pattern first appeared in early computer games and continues in visual designs where there is more space to show a variety of longer-text options to a player.
  • The second model, the radial menu pattern, generally appears as part of role-playing games on video game consoles or mobile game spaces where there is limited visual space and, thus, options are arranged in a circle for easy access when using a controller.

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