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How do you solve the problem of navigation when developing a scenario?
Hi, Ink masters!
How do you solve the problem of navigating through a large number of files and knots?
Twine wins here with its visual editor, but it's obviously not the right solution for Ink because of the huge functionality that allows Ink to twist everything in such a way that you can never draw into a map or an useful graph.
I can't believe the Inkle developers write the scripts in the Inky editor when creating their games, they probably have a better solution with navigation :)
Yeah, yeah, that's interesting, too.
I can't believe the Inkle developers write the scripts in the Inky editor when creating their games,
We absolutely do.
We use file structure, and knot and stitch structure, and separating off content from logic to distribute content from game data.
If you don’t know about alt-click in inky (go to knot; and in the play window, go to line, that’s helpful too)
Honestly it’s no worse than organising any other code project; and I find it far superior to twine because it distinguishes between big branching (knots, files) and minor skimmable branching (weaves). And it’s trivial to restructure. Story maps are flat and unwieldy.
If you don’t know about alt-click in inky (go to knot; and in the play window, go to line, that’s helpful too)
Why didn't I know this before??? Thank you so much for this!
We absolutely do.
Thanks for the quick response! That's inspiring.
Alt really works, I didn't know.
By the way, have you had any thoughts of using an existing environment, like VSCode, by writing a plugin for it? To take all the advantages of an off-the-shelf text editor and not have to implement it yourself.