Ink/Inky

That sounds awesome. :slight_smile:

I’ve only used Twine to make stories, so I’d be worried like “I already tried to learn Twine, do I really have to learn another creation program?”. XD

But I saw a few games that use it on Steam and they have full VN graphics and interfaces and all and now I’m wondering if it’s easier to pretty up the UI in Inky than Twine, LMAO.

Ink feels kind of like Twee, and Inky gives a really good file manager and side-by-side play and editing. Ink is actually middleware initially designed to plug conversations into bigger games, but it can be used to make choice narratives and Inky will export a playable HTML or a game you can zip up with index.html and media potentially.

I’m also using Rémy Vim’s Ink IF Story Template from itch which is like an interpreter for Ink which makes it look really nice and adds support for things like notifications, backgrounds, and ChoiceScript style stat bars.

The thing I really like about Ink is it allows the author to create choices and then can specify how they transmogrify when chosen so the transcript reads like prose instead of being interrupted by choices and non-story meta information the author didn’t include. The choices get out of the way when used and the scroll back is really clean.

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Ink has been my favorite way to write choice-based IF! I find it intuitive to work in, and it lends itself to integrating the writing & coding process in a very fluid way while still supporting some fairly complex functionality (albeit with constraints).

Most of my games were written with ink, and are powered by a custom interface called Lamp Post Ink Player (developed with @jeresig), which is open source.

As you say, since ink was originally designed to plug into other game dev platforms (like Unity) and not primarily to create browser-based IF games, the built-in web export is fairly limited in its capabilities compared to Twine (as far as I can tell, having not worked with Twine much myself!).

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Yeah, beyond basic font styling, prettying up the default Ink web export is harder than Twine: the things you’re seeing on Steam are almost certainly people plugging Ink into a full custom graphical game.

But there are a few things out there… In addition to the Lamp Post Ink Player and the template Hanon mentioned but didn’t link there’s also @alyshkalia’s Basic Ink Template and the VN-like template I made for Geoffrey Golden’s Fix Your Mother’s Printer (and probably a couple others that I’m forgetting…)

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And there is one more Ink-based IF game engine - Atrament :slightly_smiling_face:
See feature description here and a brief discussion in this topic: Atrament, an interactive fiction engine powered by Ink

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There’s also my attempt at a point-and-click engine, which I haven’t updated in a while but still have plans to substantially overhaul when I have time.

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Ironically, I haven’t used Twee, I’d just do the thing directly in Twine. So you’re saying you can use Ink as middleware to write the script, then you can take that and move it into Twine to make the custom graphics and stuff?

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It’s more that you would take it into an engine like Godot, Unity, or Unreal to make the custom graphics, or expanding/modifying/replacing Inky’s web export template using HTML/CSS/JavaScript.

Bringing Ink into Twine wouldn’t make that much sense, as most of what Twine is designed to handle overlaps heavily with what Ink is designed to handle, and any fancier UI stuff you can do in Twine is really just going to be HTML/CSS/JS, rather than specifically benefiting from Twine.

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Avery is right. I’m pretty sure you can use Twee to write the structure of a twine game and import it into Twine specifically. Ink doesn’t really import into Twine, though I’d be surprised if someone hasn’t tried that

Storyfall actually has beta options to import the json from Ink and twee+other types of twine formats, but that may not be the optimal destination unless you want to host there.

A better example of Ink’s functionality - if you’ve played 80 Days, it’s clear that’s basically an Ink choice-narrative wrapped in a graphical interface for the traveling and mapping. One of Ink’s listed goals was to produce a tool they could hand to a writer without coding experience and with minimal learning curve, they could produce dialog and choice options that can be imported into other types of games.