[HN Gopher] Writing web-based interactive fiction with Ink ___________________________________________________________________ Writing web-based interactive fiction with Ink Author : Tomte Score : 71 points Date : 2021-04-29 18:48 UTC (4 hours ago) (HTM) web link (www.inklestudios.com) (TXT) w3m dump (www.inklestudios.com) | Kinrany wrote: | Previous thread: https://news.ycombinator.com/item?id=26761100 | | More past threads: https://news.ycombinator.com/item?id=26763071 | helloworld11 wrote: | No thank you. Their interface is nearly garbage when it comes to | smooth writing and even worse, that they obligate users to create | an account only through the options of their Google account or | their Facebook account is simply unforgivable. It's bad enough | that Ink itself almost certainly scans all compositions by users | for data mining purposes, but to have to then also know that the | whole process needs to be done through logins via these two giant | personal information parasites is a whole second level of | shitting on customers. | mattbee wrote: | This is nonsense on toast. | | Ink is open source, and they run an instance of the editor etc | so you can try it out and publish your own compositions (like | Twine). | | It's a games company trying to make better storytelling tech, | they're not data mining anything. | tene80i wrote: | Where does it say anything about creating an account via Google | or FB? Or creating an account at all? (Except for on itch.io, | which is a suggestion for hosting rather than Ink itself, and | also doesn't seem to require Google or FB). | fudged71 wrote: | Let's say I wanted the user to import a standardized CSV of their | progress (in something like learning, fitness, finances, etc). | | Is there a way you could easily set the Ink variables based on | that input and then create a story (of possible paths forward) | from that current state? | haram_masala wrote: | Related topic: how can a writer monetize their interactive | fiction? | tobr wrote: | This is a skill that _should_ be very valuable to pretty much | any product design team, even outside games. Tech products are | mostly UI, and UI is mostly interactive text. For some reason | UI /UX design teams tend to be run by people who think visually | or technically, with writing as an afterthought. I think the | very specific skills required to write good IF would improve | almost any UI, and there's probably more money in that career | than in a career writing IF. | indigochill wrote: | The same way Inkle does: make a game and sell it. | | Ink in particular (as opposed to, say, Inform7) is strong here | because it already supports Unity integration. Heaven's Vault | was developed with Ink, and that's a 3D adventure game that | happens to have its story branches managed by Ink but the user | experience is far from typical IF fare. | | But you can even make commercial parser games. Anchorhead and | Hadean Lands are two relatively recent examples. | anthk wrote: | Commercial parser? Hadean Lands and Anchorhead (the | commercial edition) are just gblorb/glulx, a rehash of the | Z-Machine with 32 bit capabilities. | | Said this, I'd like people knew Inform6 more, among IBG.pdf | (Inform's Beginner Guide) and DM4.pdf (Inform6's manual). | | The language is dumb easy. It's object oriented (almost | literally, you declare in-game objects as... objects with | properties), and the games can be run on legacy machines | fastly, such as Amiga/Atari/68k Macs. | | Here's an Inform6 libre game to start with: | | http://www.amirrorclear.net/flowers/game/devours/ | | Also, I forgot: There's Puny Inform, a reduced subset from | Inform6 with few changes here and there in order to create | games targetting the 3th version of the Z-machine. Thus, the | games will run anywhere, even on the C64, Spectrum, MSX, BBC, | Linux, OSX, Windows... everywhere. | | https://github.com/johanberntsson/PunyInform | | Example on a commercial Z3 game: | | https://hlabrande.itch.io/tristam-island | | A libre one (Calypso): | | http://microheaven.com/ozmoo/games/calypso/calypso.z3 | https://github.com/dave-f/calypso | fwip wrote: | Commercial (parser games), not (commercial parser) games. | xcambar wrote: | I have some rather complex technical documentation and guides to | write, and this strikes me as the perfect tool for this purpose. | | I'm starting over tomorrow. | disposedtrolley wrote: | Can you please report back on your progress? I love to see | novel approaches to technical documentation that can make the | content more digestible. | mathgladiator wrote: | I've had similar thoughts in the past with blogs. Make more | controversial opinion pieces require readers to indicate their | concern and feedback, and then address inline. This way, I can | understand the percentage of readers that bounce after reading | the headline or don't engage too deep. | leafmeal wrote: | Does anyone know of an examples of stories/games made with this? | Not like a full on game like 80 Days, but something like what you | could end up with after following the tutorial? | | I want to show this to a friend and I think an example would help | give them an idea of what's possible. | | Edit: Someone wrote a "portfolio" for their personal website | which is pretty cool | https://news.ycombinator.com/item?id=26765367 | | If anyone has any narrative examples that would be ideal. | kej wrote: | There are lots of examples of varying complexity on GitHub: | https://github.com/search?q=extension%3Aink&type=code | | (A few of those are false positives because someone made a | personal scripting language called Ink, but most of them appear | to be the interactive fiction from this article) | mwcampbell wrote: | I'm happy to report that this Ink-based portfolio is accessible | with a screen reader. I wonder if Inkle ever plans to switch to | web technologies for their full-blown games, instead of | embedding Ink in a game engine. | Kinrany wrote: | Ink distinguishes itself from other similar languages by having | an ecosystem of libraries and tools, instead of being a single | standalone editor. | anthk wrote: | TBH these games are just fancy CYOA books; a lot of them could be | just edited as PDF/EPUBs with a little notebook aside and they | could work the same. | | Text adventures offer far more depth and gameplay choices and | freedom to roam aorund. | endisneigh wrote: | How do you handle the exponential growth of things you have to | manage with these sort of things? | | I hear Bandersnatch had a huge issue editing and filming due to | the same issue. | rl3 wrote: | The simple answer is very carefully. | | _Deus Ex_ (2000) had similar issues. The game 's story was | originally intended to branch much harder than what actually | shipped. Still, it's widely considered to be one of the best | games ever made, owing in no small part to its emergent | gameplay. | | I think we're going to be entering the era of emergent story | soon. After all, _AI Dungeon_ exists today. | TeMPOraL wrote: | I would hope the answer is, through more advanced building | blocks - like _variables_ , _procedures_ , _functions_ ; | through more advanced abstractions - like sequences, | associative containers, maybe even state machines; through | means of enforcing and verifying correctness - like a type | system, or unit tests. | | Interactive fiction markup language _is a programming language_ | - just with a weird syntax that 's tuned for content-rich, | control-poor programs. Kind of like SGML/XML is a format good | for storing text-heavy, markup-lean data. | | The same is the case with an interactive movie script. In both | cases, your story forms a directed graph[0], and the | reader/viewer traverses it. But you don't have to, and | shouldn't, write out the whole graph![1] | | Personally, when I see "managing complexity", I read "writing | code". Because, once you look past all the minutiae of | programming languages, build systems and computers, this is | what programming is - managing complexity. | | I don't think everyone should be a programmer, but I do hope | the _concepts_ used in software development will eventually | become common knowledge. | | -- | | [0] - Possibly infinite. | | [1] - For the same reason you don't put your whole program into | main() and don't write out conditional jumps as your only | control structure. | steeleduncan wrote: | The usual approach for managing complexity is to chop it up | into storylets. Emily Short has written a lot about it on her | blog [1] | | [1] https://emshort.blog ___________________________________________________________________ (page generated 2021-04-29 23:00 UTC)