Ink is inkle's scripting language for writing interactive narrative, both for text-centric games as well as more graphical games that contain highly branching stories. It's designed to be easy to learn, but with powerful enough features to allow an advanced level of structuring.
Here's a taster from the tutorial.
- I looked at Monsieur Fogg
* ... and I could contain myself no longer.
'What is the purpose of our journey, Monsieur?'
'A wager,' he replied.
* * 'A wager!'[] I returned.
He nodded.
* * * 'But surely that is foolishness!'
* * * 'A most serious matter then!'
- - - He nodded again.
* * * 'But can we win?'
'That is what we will endeavour to find out,' he answered.
* * * 'A modest wager, I trust?'
'Twenty thousand pounds,' he replied, quite flatly.
* * * I asked nothing further of him then[.], and after a final, polite cough, he offered nothing more to me. <>
* * 'Ah[.'],' I replied, uncertain what I thought.
- - After that, <>
* ... but I said nothing[] and <>
- we passed the day in silence.
- -> END
Download Inky, our ink editor, and the follow either:
- The basics tutorial if you're non-technical and/or if you'd like to use ink to make a web-based interactive fiction game
- The full tutorial if you want to see everything that ink has to offer.
For those who are very technically-minded, you can also use inklecate directly, our ink command line compiler (and player).
To keep up to date with the latest news about ink sign up for the mailing list.
- Download the latest ink-unity-integration package, or grab it from the Unity AssetStore, and place in your project.
- Create a
.ink
text file such asmyStory.ink
, containing the textHello, world!
. - Select the file in Unity, and you should see a Play button in the file's inspector.
- Click it, and you should get an Editor window that lets you play (preview) your story.
- Follow the tutorial: Writing with Ink.
-
Download the latest version of inklecate (or build it yourself, see below.)
-
Create a text file called
myStory.ink
, containing the textHello, world!
. -
On the command line, run the following:
Mac:
./inklecate -p myStory.ink
Windows:
inklecate.exe -p myStory.ink
Linux:
mono inklecate.exe -p myStory.ink
- To run on Linux, you need the Mono runtime and the Mono System.Core library (for CLI 4.0). If you have access to the debian repository, you can install these using:
sudo apt install mono-complete
The
-p
option uses play mode so that you can see the result immediately. If you want to get a compiled.json
file, just remove the-p
option from the examples above. - To run on Linux, you need the Mono runtime and the Mono System.Core library (for CLI 4.0). If you have access to the debian repository, you can install these using:
-
Follow the tutorial: Writing with Ink.
Full article: see Running Your Ink.
For a sample Unity project, see The Intercept.
Ink comes with a C#-based (or JavaScript-based runtime engine that can load and run a compiled ink story in JSON format.
To compile the ink, either export from Inky (File -> Export to JSON). Or if you're using Unity, you can use the ink-unity-integration package which will automatically compile your ink for you whenever you edit it either in Inky or in an editor of your choice.
Advanced: You can also use the inklecate command line tool to compile ink stories, or you can call the compiler from C# code yourself.
ink isn't designed as an end-to-end narrative game engine. Rather, it's designed to be flexible, so that it can slot into your own game and UI with ease. Here's a taster of the code you need to get started:
using Ink.Runtime;
// 1) Load story
_story = new Story(sourceJsonString);
// 2) Game content, line by line
while(_story.canContinue)
Debug.Log(story.Continue());
// 3) Display story.currentChoices list, allow player to choose one
Debug.Log(_story.currentChoices[0].choiceText);
_story.ChooseChoiceIndex(0);
// 4) Back to 2
...
All Environments:
- .NET Core SDK 3.1 or newer
- Optionally Visual Studio Code
Windows (Optional):
- Visual Studio (e.g. Community edition); required to build nuget package with multi-targeting of .NET Framework 3.5
- Xamarin, or Unity's own version of MonoDevelop
Mac (Optional):
- Visual Studio for Mac
- Xamarin, or Unity's own version of MonoDevelop
- Load up the solution file -
ink.sln
. - Select the Release configuration and choose Build -> Build All (or Build Solution in Visual Studio).
- The compiler binary should be built in
inklecate/bin/Release
(orx86
), while the runtime engine DLL will be built inink-engine-dll/bin/Release/ink-engine.dll
cd
to the project you want to build (e.g.,cd inklecate
)- Build using dotnet:
dotnet build -c Release
- To run console apps:
dotnet run -c Release
- To produce self-contained executable:
dotnet publish -r win-x64 -c Release --self-contained false
- Recommended RIDs for the platform (
-r
) are:win-x64
,linux-x64
, andosx-x64
- To produce self-contained executable:
To run the binaries, you need to install .NET Core Runtime 2.2 or newer (included in SDK).
We’d of course appreciate any bug fixes you might find!
We're using GitHub issues both as a discussion forum and as a bug tracker, so create a GitHub issue if you want to start a discussion or request a feature, and please label appropriately. Or if you want to get in touch with us directly, email us.
We also have a Discord server, where you may find other people using ink to chat with (as well as inklers!)
See the architectural overview documentation for information about the pipeline of the ink engine, and a birds-eye view of the project's code structure.
ink is released under the MIT license. Although we don't require attribution, we'd love to know if you decide to use ink a project! Let us know on Twitter or by email.
ink is free forever, but represents multiple years of thought, design, development and testing. Please consider supporting us via Patreon. Thank you, and have fun!