Implenting Ink into Unity proved more difficult than expected. I had plans to use tags within the Inky file to start events on the scene, however struggled to properly read said tags through code. These events included changing audio effects/ambiance, spawning game objects on scene, changing the background colour of the camera or some other event. The issue is that the documentation didn’t provide – in my mind – a sufficiently clear example. That being said, one of my course members had previous experience with Ink’s implementation.

Following Tom’s advice, I attempted to use his example to identify, store and access tags written within Ink’s script, however it proved to be too difficult and I had a sense of doing something wrong (namely the script didn’t work). The progress I was making was too slow and insufficient to execute without sacrificing a playable example by the release date. I considered mimicking “Keep Talking and Nobody Explodes”, by providing with the game a downloadable PDF that would cover the diseases encountered during the game.

I decided to undo everything and instead made use of a List<string> currentTags, to fetch any of the current story tags in the ink file. Ink has a function called story.currentTags that returns a List of all current story tags, debugged that underneath the function story.Continue() which as it says continues the story.

With that out of the way, I could finally get to implementing spawning different game objects when the script reads through the various tags. With this placed properly, I can finish the story and begin to embellish the whole project.

Things left to do:
* Finish the smith’s story.
* Make it prettier.
* Make the background change depending on the tag.
* Add sounds and feedback to buttons and interactions.
* Add a proper text box behind the main text box.