I've been using Ink for over a year now and highly highly recommend. This video only scratches the surface, it can do some really powerful stuff. I was able to do some complex things that would take me ages with other tools very easily with Ink.
@@Feynman.R it is. Ink has many features allowing you to fine tune sentences, but implementing those same features in every language requires you to rewrite all the code for each line, effectively writing the whole game again. Then again, you may not want to use all those features, but you would be waisting the full potential of the ink engine
Ink is amazing and the GDC talks from their studio are wonderful both from a technical and a story and character creation perspective. Thanks for highlighting Ink and covering the technical aspects of it.
Just a reminder, there is no "perfect" solution, every person/designer has a different preference, maybe they like node based things, maybe the like text based tools etc the best solution is to just talk to your designers and ask them which kind of tools they would like instead of forcing them to use something you think is good for the designers. You as a programmer should be able to make the tools that fit your designers needs, so just talk to them and don't assuming thinks. I learnt this from a Valve GDC talk and so far this mindset worked great.
LOL I implemented my own dialog system as a structured json file and then I saw your video on inky. My solution was clean and simple but it gets pretty hard to modify json file as it gets bigger. Tomorrow I will be converting to inky. Wish I saw this earlier. Thanks Jason great and very helpful tutorial as always.
The IT community (from the perspective of a non-specialist) really gains so much backbone from initiatives like this you can get any group of programmers on the band wagon.
Watching a GDC on Inkle was what got me into game development! I realised that simple free tools were out there to create the games, all I had to do was learn. So I bought a computer, learned Unity & C# and started the journey (Not making a big story game yet though, as I want to start small, but it’s the fact that it’s possible and within reach that made me put the hard work in and carry on!)
You peaked my interest in Ink. I actually tried it out some time ago and had the - now foolish, as I can see - thought it would overcomplicate what I was doing and just started working on a text based game using only Unity+Playmaker. But now I have to give it a go. Thanks!
This nice always wondered about it never took time to dig into it but looks like fairly simple system to use, but yet flexible enough to make something more complex.
Twine is also a popular option. The most powerful one I know of though is Articy:Draft. A lot of people have a love/hate relationship with that one though. hehehe.
nice!thank yo uvery much for teach this to us! now i know how to do,very useful tutorial,your channel is awesome,and you're an excellent teacher,thanks for the video!
The Dialogue System for Unity also works with Ink for those who prefer to write in Ink but want the UI management, scene interaction, and other features that the Dialogue System provides. (It also works with articy:draft and Twine as well.)
Thank you Jason for explaining Ink. I believe this is going to be a very valuable asset. But could you also please create a (short?) video on how to create dialog system WITHOUT choices? Like simple interaction. Like in a kind of "timeline" scene. For example: The player enters, meets an npc, the npc will ask him why he is there, he replies something, npc explains the situation in her "world" whatever, and so on. Throughout, the player will have to "continue" the dialog using a keyboard input, like the Enter button..... I suppose it can use the same backbone like when using an on screen button but still, if you could explain it specifically, it'll be nice. Thank you in advance.
Looks great! Does Ink allow for triggers outside of just the dialogue? For instance if I want to trigger a cutscene when a specific dialogue choice is selected, can it do that?
Glad you are back to doing tutorial content. You've been gone awhile and live streams get too rambly for me (especially when there are multiple people)
Great video, as usual! 1 question: How do you link events to choices using Ink? In other words: How do I make decisions in Ink trigger other paths in the overall gameplay? Thank you
Ink automatically stores all parts of the content you have already seen, and you can also store variables (string, lists, bool, int). Then you can check those stored values to make a choice available, or customize the choice presented, or specify the outcome of a choice. You even have randomizers to use.
I understand that it is too late, but maybe someone is useful in the future. I associated the Ink dialog system and the quest system in my game with tags. Ink allows you to read tags in the line, and I use them as a trigger.
Hey Jason, great topic today. Just the other day I saw a video on AI TTS software called Sonantic. I was wondering if you could show how to have the dialog translated into speech instead of text and if there is a software like sonantic for unity that could implement expression or emotion into the dialog. I found a lot of expressive TTS software but I’m not sure how to make any of them work in a game engine. Thanks.
Thanks for this video. I was looking for a solution to do dialogue for a Point and Click game, this might work for me. I was also thinking of doing some editor scripting to set something up for myself in the editor, as I will avoid using other people's code and packages if I can avoid it, as I enjoy learning and building things my own where possible.
I liked your dialogue xml form... So I wanted to make some changes on it in the spot as I got my own draft done differently... The difference is... you control how dialogue will go next through text file... you also put attributes you think you might want to put a check for in dialogue system for checking. If end attribute detected add indicator for text to be colored red or smt. ```xml Security, how can we help? What is going on? I need help! Nevermind ... Yeh, to tell the truth, no idea. Mark! What is going on here? He seems too occupied to answer any questions... Leave. James, didn't I say I was too busy with getting people out of here... How do I get out of here?
I appreciated this video and would like to see more of this kind of content please :)
Me too!
i know it is kinda off topic but do anyone know of a good website to stream new tv shows online?
@Ryker Orion lately I have been using flixzone. You can find it by googling =)
@Ryker Orion Try FlixZone. You can find it by googling :)
I've been using Ink for over a year now and highly highly recommend. This video only scratches the surface, it can do some really powerful stuff. I was able to do some complex things that would take me ages with other tools very easily with Ink.
What about localization? I`we heard some Ink have some problems with localization and it is hard to implement.
@@Feynman.R it is. Ink has many features allowing you to fine tune sentences, but implementing those same features in every language requires you to rewrite all the code for each line, effectively writing the whole game again. Then again, you may not want to use all those features, but you would be waisting the full potential of the ink engine
is there a way to attach some variables or values to a sentence in ink?
@@caspuchiha yes. Just put the VAR between { VAR }. Like "By then, I had { GOLD } gold pieces"
Ink is amazing and the GDC talks from their studio are wonderful both from a technical and a story and character creation perspective.
Thanks for highlighting Ink and covering the technical aspects of it.
Interesting and insightful video!
Just a reminder, there is no "perfect" solution, every person/designer has a different preference, maybe they like node based things, maybe the like text based tools etc the best solution is to just talk to your designers and ask them which kind of tools they would like instead of forcing them to use something you think is good for the designers. You as a programmer should be able to make the tools that fit your designers needs, so just talk to them and don't assuming thinks. I learnt this from a Valve GDC talk and so far this mindset worked great.
I'm actually working on making a dialogue tool right now, this is a good reminder that I should make it compatible with ink
LOL I implemented my own dialog system as a structured json file and then I saw your video on inky. My solution was clean and simple but it gets pretty hard to modify json file as it gets bigger. Tomorrow I will be converting to inky. Wish I saw this earlier. Thanks Jason great and very helpful tutorial as always.
The IT community (from the perspective of a non-specialist) really gains so much backbone from initiatives like this you can get any group of programmers on the band wagon.
Yo Jason thanks for this man, betting this will make my life a lot easier.
Watching a GDC on Inkle was what got me into game development! I realised that simple free tools were out there to create the games, all I had to do was learn.
So I bought a computer, learned Unity & C# and started the journey
(Not making a big story game yet though, as I want to start small, but it’s the fact that it’s possible and within reach that made me put the hard work in and carry on!)
This is awesome! Whenever I see this stuff I think, "I could code this", but try to resist since it has already been done. No need to redo it.
You peaked my interest in Ink. I actually tried it out some time ago and had the - now foolish, as I can see - thought it would overcomplicate what I was doing and just started working on a text based game using only Unity+Playmaker. But now I have to give it a go. Thanks!
This nice always wondered about it never took time to dig into it but looks like fairly simple system to use, but yet flexible enough to make something more complex.
Twine is also a popular option. The most powerful one I know of though is Articy:Draft. A lot of people have a love/hate relationship with that one though. hehehe.
THIS PERSON IS SO UNDERRATED
very cool, thanks for the intro to Ink Mr W
:)
Very useful tool. Thank you for share it!!
Cool package! Thanks! Liked it!
What got me crying (with ink) was the part to pause/hide the dialogue or pause the timeline while dialogues where playing
I don't always hit like, but when I do it's because Jason Weimann told me to.
nice!thank yo uvery much for teach this to us! now i know how to do,very useful tutorial,your channel is awesome,and you're an excellent teacher,thanks for the video!
This was cool, I believe I heard about ink in a GDC talk and always wondered how it worked, so thanks a lot!
Great free alternative but i will stick with "Dialogue System for Unity
" if i would be making a Dialog type of game
The Dialogue System for Unity also works with Ink for those who prefer to write in Ink but want the UI management, scene interaction, and other features that the Dialogue System provides. (It also works with articy:draft and Twine as well.)
I only ever made one dialogue system and it was a headache, this may save me some pain in the future.
Thank you for this! 😄
Thank you Jason.
Nice. Gotta check it out.
Thanks a lot for the video!
Thank you Jason for explaining Ink. I believe this is going to be a very valuable asset.
But could you also please create a (short?) video on how to create dialog system WITHOUT choices? Like simple interaction. Like in a kind of "timeline" scene. For example:
The player enters, meets an npc, the npc will ask him why he is there, he replies something, npc explains the situation in her "world" whatever, and so on.
Throughout, the player will have to "continue" the dialog using a keyboard input, like the Enter button..... I suppose it can use the same backbone like when using an on screen button but still, if you could explain it specifically, it'll be nice.
Thank you in advance.
Thank you so much!!!
Looks great! Does Ink allow for triggers outside of just the dialogue? For instance if I want to trigger a cutscene when a specific dialogue choice is selected, can it do that?
Does it support variables/game flags so that you can hide options if certain criteria are not met?
Yes it does, string, bool, int, randomizers, no prob
Glad you are back to doing tutorial content. You've been gone awhile and live streams get too rambly for me (especially when there are multiple people)
Great video, as usual! 1 question: How do you link events to choices using Ink?
In other words: How do I make decisions in Ink trigger other paths in the overall gameplay? Thank you
Ink automatically stores all parts of the content you have already seen, and you can also store variables (string, lists, bool, int). Then you can check those stored values to make a choice available, or customize the choice presented, or specify the outcome of a choice. You even have randomizers to use.
I understand that it is too late, but maybe someone is useful in the future. I associated the Ink dialog system and the quest system in my game with tags. Ink allows you to read tags in the line, and I use them as a trigger.
Thanks for this
Thanks.
Hello sir, will you ever make a tutorial of how to make 2 npc talking to each other?
Hey Jason, great topic today. Just the other day I saw a video on AI TTS software called Sonantic. I was wondering if you could show how to have the dialog translated into speech instead of text and if there is a software like sonantic for unity that could implement expression or emotion into the dialog. I found a lot of expressive TTS software but I’m not sure how to make any of them work in a game engine. Thanks.
It is a powerful tool but it has it's learning curve. You need to actually learn the ink language to create a scenario
Thanks for this video. I was looking for a solution to do dialogue for a Point and Click game, this might work for me. I was also thinking of doing some editor scripting to set something up for myself in the editor, as I will avoid using other people's code and packages if I can avoid it, as I enjoy learning and building things my own where possible.
Very nice.
Awesome☺
Is there any way a player could gain access to the story file and cheat in a production version of a game using this?
I liked your dialogue xml form... So I wanted to make some changes on it in the spot as I got my own draft done differently...
The difference is... you control how dialogue will go next through text file... you also put attributes you think you might want to put a check for in dialogue system for checking.
If end attribute detected add indicator for text to be colored red or smt.
```xml
Security, how can we help?
What is going on?
I need help!
Nevermind
...
Yeh, to tell the truth, no idea.
Mark! What is going on here?
He seems too occupied to answer any questions...
Leave.
James, didn't I say I was too busy with getting people out of here...
How do I get out of here?
First
you sneaky
4th
This ink editor is awful unreadable garbage tbh.