Comments (8)
Awesome, really excited that you're thinking of working on this!
I would definitely lean towards reducing the dependencies as much as possible for samples, especially if they cost money. We didn't look into TextMeshPro for the Unity implementation of 80 Days... so I guess we coped without. (Though to be fair, perhaps we might've been massively better off if we had!) Perhaps it's worth focussing on one "advanced" example that does use it...?
I should mention that early next week we're planning to release a sample game of our own called The Intercept, which I guess is a version of (1), although it's quite visually rich.
Here at inkle, @tomkail was mentioning that he was interested in putting together a Sorcery map movement template for a game jam, so that would be pretty awesome to see!
Otherwise, I think I'd be most interested in option 3 from your list. I like the idea of a template that can simply be skinned, and a really visual one at that, allowing them to focus on the content.
from ink.
For 1, it would be good to see lines fit text boxes automatically, without having to manually define character length to fit the size of the box. Alternately it might be an interesting experiment to try making a text box that fits to the size of the text.
Is 3 really doable in ink now without scripting functions in? I would be worried it would become a mess of functions that have to be bound (nevermind what this would look like from the ink file). It might be good to think about it apart from text boxes, too. That way you could use the same function to focus the camera on a character for example.
The big catch to implementing ink into Unity seems like it would mostly be wiring functions up. Ideally it would be done through the inspector, where it pulls out what functions are needed form the story and handles binding names so that there is no chance of misspelling, conflicts from multiple instances trying to bind, or extraneous functions.
from ink.
You can do text fitting in Unity really easily these days using the "best fit" option on a text component, so hopefully that one is solved for us!
Assuming I understand your meaning, the way we're looking at handling scripting functionality in ink is to add meta data, which gets parsed as it's read - for example " #Happy #closeupcamera ink is great!"
In terms of binding, I think you're right about having a nice inspector interface - it's something I'll look at for the next version of the Ink Unity integration package (we haven't even announced the first one yet, but it's coming real soon!). I'll see if we can use unity's event system - it's got a lovely way of sending data to a function via the inspector.
from ink.
Meta data could be a good way to go about it, as another layer to read off the story per line. Maybe declare them or something to get some level of spellchecking.
from ink.
Best Fit in Unity text is actually very poor. And when you get into per character animation it gets even worse (This is one reason why I say TextMeshPro is "essential". See this video: https://www.youtube.com/watch?v=h1Z2jcB4aaQ).
I've already done my own basic ink integration into Unity, so looking forward to seeing what you guys came up with!
from ink.
Any updates on this? I've had a bear of a time with Unity and I rather despair ever getting the hang of it.
from ink.
Check out Ink's Unity Integration project here on GitHub, and The Intercept example game. I've been swamped and haven't had a chance to work on my JRPGish template very much...
from ink.
im planning to recreate this game in unity engine
from ink.
Related Issues (20)
- Use of DateTime.Now requires Desktop access permission on OSX
- Linux: Export for web doesn't allow selecting existing folder, neither from outside nor inside
- How to bind story.onError in js? HOT 3
- Integration for Godot? HOT 2
- In-Text Links For A More Immersive Experience HOT 1
- Can't use Switch syntax on a Divert variable
- Nuget Package
- Export of web build results in ink.js file that has allowExternalFunctionFallbacks disabled
- Unity ink player window causing GUI errors and choices not working during runtime.
- JSON runtime format documentation needs update
- Support CJK Unified Ideographs? HOT 1
- Feature Request: Watch the currently open file
- Feature Request: Support Manual Input HOT 1
- [Question] I want to manage the player stat. HOT 2
- Can't recall visited choices through C# HOT 1
- Wont export to web if named anything different than "Untitled.ink" and exported games will only start if I hit "Reset"
- ChoosePathString doesn't work on all labels HOT 1
- Asynchronous function execution
- JavaScript Error upon opening Inky with another User in Linux
- nullref after reload -> save on "previousContentObject"
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from ink.