Ink 1.0 – Open-source scripting language for interactive narrative
inklestudios.com
inklestudios.com
Ink – Scripting language for interactive stories - https://news.ycombinator.com/item?id=26147329 - Feb 2021 (15 comments)
The Intercept (2012) - https://news.ycombinator.com/item?id=23244812 - May 2020 (4 comments)
Writing web-based interactive fiction with Ink - https://news.ycombinator.com/item?id=21794981 - Dec 2019 (9 comments)
The Intercept - https://news.ycombinator.com/item?id=21538414 - Nov 2019 (1 comment)
Ink – inkle's narrative scripting language - https://news.ycombinator.com/item?id=16925588 - April 2018 (22 comments)
Ink: the scripting language behind 80 Days and Sorcery - https://news.ycombinator.com/item?id=11269782 - March 2016 (18 comments)
https://github.com/paulloz/godot-ink
and a emacs major mode -
https://github.com/Kungsgeten/ink-mode
There is an lsp implementation -
https://github.com/ephread/ink/tree/language-server/inklecat...
Seems like I should spend some time with ink!
I recently started developing a game in my spare time, and discovered Ink, which has tremendously simplified development of conversations and managing conversational state.
I've found Ink to be quite flexible, If someone wanted to, they could manage their entire game state with Ink.
Live recompilation of my ink script in Unity will be very helpful!
I think it would be really cool to write some documentation or more interactive education using this tool.
homepage.js is the translated Ink script after processing by inkjs (from Inkle)
ink.js is a bunch of Inkle magic
main.js has some custom choice behavior I wrote for things like opening browser tabs when you pick certain choices, as well as some other stuff.
I actually didn't commit the original Ink script to version control, and I'm kicking myself for that now.
Inform7 is a declarative programming language with english-like syntax. It's quite good compared to ink at simulating objects with a lot of metadata. However, the runtime isn't quite as portable as ink; as a result, Inform7 has no easily located Unity or Unreal packages. Ordinarily, I would recommend Inform7 where you need to process lots of content and randomly generate things. But it seems in addition to having an arbitrary runtime entity limit of 1000 things, those things must exist before you randomize them. Although counterintuitive, procedural generation is more challenging in Inform7 than ink!
Use Inform7 when you need a language that can reason "because Alice's relation to Bob is at -50, Alice hates Bob. Because she hates Bob and he is walking nearby, she can trip him. If she does, he will take a random amount of damage and Bob's relation to Alice is reduced by 20."
Use ink when you need a highly portable language that can script /other/ frontend frameworks or languages. Ink has been used in 2d games, 3d games (notably Heaven's Vault), on the web, and on three different game engines (Unity, Unreal, Godot). Ink is also very good at making variations on text and tracking how often parts of the story have been visited.
They're both excellent tools for interactive fiction, but they excel at wildly different things.
can you give an example? I have zero familiarity with IF programming, but I would be very interested in understanding this.
> A race is a kind of person. Dwarf, elf, and half-elf are kinds of race.
> A town has numbers called friendliness, services, comfort, and population. Leadership relates a person to a town. The verb to lead implies the leadership relation. "F [friendliness] / S [services] / C [comfort] / P [population]".
> Rivalry relates various towns to each other. The verb to be rivals with implies the rivalry relation. The verb to be rivals of implies the rivalry relation.
Then you can make a town like this:
> Bremen is a town in Ten-Towns. "Founded by dwarf prospectors, the sleepy town of Bremen sits on the west bank of Maer Dualdon, at the mouth of the Shaengarne River.". It has friendliness 3. It has services 1. It has comfort 2. It has population 150.
> Dorbulgruf Shalescar is a dwarf. Bremen is led by Dorbulgruf Shalescar.
And now inform7 can be used to query or act on all this metadata:
> Every turn when the player is in a town: repeat with town running through towns: say "Rivals of [town]: [list of towns that are rivals with town][line break]";
This is the kind of thing you have to work hard to represent in ink because you only have functions, variables, and lists (a hashmap<variable, boolean>). As you add more metadata to inform7, it can make EXTREMELY sophisticated queries or conditions like "list of weapons that were in hidden rooms which are gilded". So for very little work, you can have inform7 reason about whether a player can 'wear' a specific item by checking what they're wearing, how the item affixes to things, and what attachment points you've defined (which can be as broad or granular as you want). And as a bonus, it's also very little code to comment on the player wearing a strange thing (like pants on their head) or wearing colours a specific character thinks clash with eachother.
This kind of query is one of ink's notable weaknesses (and requires quite a lot of lists or very clever lookup functions to achieve). But, ink can leverage its frontend (often a general purpose programming language like C# or javascript) to provide that functionality.
> Bremen is rivals with Lonelywood, Targos, and Termalaine.
When you write it, you effectively get 3 pieces of metadata for 'free' without any extra code:
> Lonelywood is rivals with Bremen. Targos is rivals with Bremen. Termalaine is rivals with Bremen.
Inform is primarily simulation driven: You describe a world model. Every user input translates into some action that affects the world, and the world changing produces relevant output.
Ink is primarily narrative driven: You write the text as a branching story, with a set of explicit options for each branching point. Variables can be read and changed arbitrarily, but have no meaning other than how the narrative uses them.
GET covid. GO WEST etc.
Ink is more comparable to Branching narrative software like Twine, or Visual Novel software like Ren'Py.
The main competition is Twine, which is more focused on a self-contained deployment. Twine also got a huge update recently with its "Harlowe" theme supporting storylets - scenes that trigger from a pool or "deck" based on logic you program.
Twine and "choice" games would say something like "you are in a room with a table and a door to the north. Do you want to look at the table or go to the door?"
Also, Inform6 is better suited for a "logical old-school" programmer than if7, where using it for non-English languages can be a huge mess.
Inform7 is not open source yet, although they had plans in 2019. As far as I can tell, it's a single app that outputs its own format that can be uploaded to https://www.ifarchive.org/
Disclaimer: I've never used either, ink just seemed more legible.
The binary formats are specific to the genre, which is pretty niche. Casual users are unlikely to have downloaded an emulator even if it’s easy to do, so a game will be bundled with one when it’s published to an app store.
But as formats go, it seems like a pretty remarkable success story for the long-term preservation of games, and it would be neat if there were a similar file format that were more general-purpose and more popular, much like we have for images, music, and video.
" pubcoder[1] or apple ibook(killed)
or kotobee or Twine which is from the Interactive Fiction Technology Foundation. .. and used to make this cool interactive browser experience burnt matches. more here"
1 https://docs.pubcoder.com/new/pubcoder_widgets_intro.html
2 https://www.kotobee.com/blog/how-create-interactive-ebook-gu...
Does this "cool interactive browser experience" only work in Chrome? I tried it in firefox and when i click on "snow" nothing happens.
Edit: Ah, okay. One of the "snow." boxes has a bg color of #fee instead of #aaa.
Clicking on the little boxes with the word "snow." does nothing.
Prolly designed for kids with perfect eye sight.
The script-based chatbots are very similar to those in the 80s, with one major addition -- the options at each choice point are now "intents" instead of exact text (e.g. "the user intends to order a taxi"). Machine learning is then used to classify whatever the user says/writes as an "intent," then the script is followed to the next choice point.
Here is a nice Java framework that uses Ink to drive a script-based chatbot similar to Alexa: https://github.com/rabidgremlin/Mutters
All that aside, this looks like an incredible language to use for some of my own projects. I have always been a fan of text based adventures, and have played MUD's off and on for at least 25 years at this point. Maybe I can put this language to good use. :)