How do you identify speakers and pause points? #943
-
|
I'm exploring using Ink for a farm-sim-like game. I'd like it if the For example, a conversation may be between the player and more than one speaker. How do you identify the speaker, but not have that appear in text? (It might be indicated by color or by a picture of the NPC.) A second question: say the player is "seeing" a conversation between 2 or 3 other NPCs. I understand that "choices" will create pause points, especially when used with Inky. But, how do you create "line pauses" where there are no choices to be made by the player? (In other words, the player would be pressing a "continue" button between lines of dialogue.) The Ink documentation doesn't seem to address either of these questions. |
Beta Was this translation helpful? Give feedback.
Replies: 1 comment
-
|
This depends on how you are planning to run your ink file. If you use Unity or any other runtime there is an API here: https://github.com/inkle/ink/blob/master/Documentation/RunningYourInk.md Regarding setting the character you can just use a variable in the ink file, update it when the character changes and then read the value of that variable in your runtime. |
Beta Was this translation helpful? Give feedback.
This depends on how you are planning to run your ink file. If you use Unity or any other runtime there is an API here: https://github.com/inkle/ink/blob/master/Documentation/RunningYourInk.md
And there you can control the story flow (moving along one block or multiple, etc.)
So it's really in your hand where you create pauses.
Regarding setting the character you can just use a variable in the ink file, update it when the character changes and then read the value of that variable in your runtime.