Using Ink for Dynamic Dialogues & Events
The Proofreader - Episode 1 » Devlog
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!
The Proofreader - Episode 1
How far will you follow orders?
Status | Released |
Author | Affroriffo |
Genre | Interactive Fiction, Simulation, Visual Novel |
Tags | Immersive, Life Simulation, Narrative, Point & Click, Singleplayer, Text based, Unity |
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