Using Ink for Dynamic Dialogues & Events


In The Proofreader, I used Ink to manage dialogues and trigger in-game events efficiently. This allowed me to create branching conversations while keeping event logic clear and structured.

How it works

Ink’s tags make it easy to sync dialogues with game mechanics. Two key ones I use:

🕒 #wait – Adds delays between lines, creating a natural flow in conversations.
🔄 #spawn – Triggers events (like notifications or character actions) based on dialogue progression.

Example in action

Here’s a simplified version of how I structure a conversation:

  • CHARACTER: "Are you sure about this?"  #wait:2  
  • PLAYER: "I don't know… Something feels off."  #spawn:alert_notification  

If you’re interested in more technical details or have questions, let me know!

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