So there's a CYOA/branching dialogue engine called
ink. It's open-source and has Unity integration already. I'd like to use it to augment or replace AC's native, node-based Conversation system, but I've got no clue where to start with writing the integration between the two. I have some C# knowledge, but I'm fairly new to programming overall.
My initial idea was to create a custom ActionList that has two potential actions: "talk" and "cancel". This ActionList would pop up when the player selected an NPC. The "cancel" choice cancels the interaction, hiding the text box with the action choices. The "talk" choice would then somehow call ink's method for running a particular knot, and I would manage which dialogue choices turn up from within the ink file.
Now, I have two problems. One, I'm not entirely sure how to do all that. Two, I'd need to keep game variables consistent between AC and ink and I have no idea how to do that.
Anyone got any advice or ideas? Thanks in advance!
Comments
I'm writing with Inky too.