- Part 1: Installing Inky and Common Terms
- Part 2: Choices and Knots
- Part 3: Sticky and Advanced Choices
- Part 4: Includes and Stitches
- Part 5: Alternatives, Sequences, Cycles, and Shuffles
- Part 6: Gather Points and Labelled Options
- Part 7: Global, Temporary, and Constant Variables
- Part 8: Knot Parameters and Functions
- Part 9: Tunnels and Threads
- Part 10: Lists
Ink is a scripting language for creating interactive fiction like choose-you-own-adventures and other vast, branching stories.
Ink uses the concept of flow to describe how a story moves through different options and across branching paths. Within a flow, Ink also uses the idea of a weave, a section of options and gather points, that connect to each other and serve as a faster shorthand than using knots and diverts.
Gather Points use the minus sign, -, and serve as their name suggests, they gather. They act as the thing to run after a set of choices to “gather” their weave back together. Instead of using knots and diverts to show short text strings by bouncing between them, gather points can quickly fold back into each other.
Like knots, options can also be labelled. Like what was done with conditional choices, labelled options can work the same way. Code can check to see if an option has been chosen and react accordingly.
While knots and stitches can be used to divert into new story sections, using a weave, with gather points and labelled options, code can be reduced in complexity.