Ink language preview
1. A basic knot with choices
knots, choice markers, diverts, and logic lines
horizon-dark
=== knot_greeting ===
Hello, traveler!
* [Ask about the weather]
-> weather
* [Say goodbye] -> END
= weather
~ temp x = 5
{x > 3: It's warm today. | It's a bit chilly.}
-> knot_greeting
atom-one-dark
=== knot_greeting ===
Hello, traveler!
* [Ask about the weather]
-> weather
* [Say goodbye] -> END
= weather
~ temp x = 5
{x > 3: It's warm today. | It's a bit chilly.}
-> knot_greeting
github-dark
=== knot_greeting ===
Hello, traveler!
* [Ask about the weather]
-> weather
* [Say goodbye] -> END
= weather
~ temp x = 5
{x > 3: It's warm today. | It's a bit chilly.}
-> knot_greeting
dracula
=== knot_greeting ===
Hello, traveler!
* [Ask about the weather]
-> weather
* [Say goodbye] -> END
= weather
~ temp x = 5
{x > 3: It's warm today. | It's a bit chilly.}
-> knot_greeting
nord
=== knot_greeting ===
Hello, traveler!
* [Ask about the weather]
-> weather
* [Say goodbye] -> END
= weather
~ temp x = 5
{x > 3: It's warm today. | It's a bit chilly.}
-> knot_greeting
github
=== knot_greeting ===
Hello, traveler!
* [Ask about the weather]
-> weather
* [Say goodbye] -> END
= weather
~ temp x = 5
{x > 3: It's warm today. | It's a bit chilly.}
-> knot_greeting
2. Variables and tags
VAR declarations, tags, and simple interpolation
horizon-dark
VAR player_name = "Alex"
VAR has_key = false
# location: forest
Hello, {player_name}!
{has_key: You unlock the door. | The door is locked.}
atom-one-dark
VAR player_name = "Alex"
VAR has_key = false
# location: forest
Hello, {player_name}!
{has_key: You unlock the door. | The door is locked.}
github-dark
VAR player_name = "Alex"
VAR has_key = false
# location: forest
Hello, {player_name}!
{has_key: You unlock the door. | The door is locked.}
dracula
VAR player_name = "Alex"
VAR has_key = false
# location: forest
Hello, {player_name}!
{has_key: You unlock the door. | The door is locked.}
nord
VAR player_name = "Alex"
VAR has_key = false
# location: forest
Hello, {player_name}!
{has_key: You unlock the door. | The door is locked.}
github
VAR player_name = "Alex"
VAR has_key = false
# location: forest
Hello, {player_name}!
{has_key: You unlock the door. | The door is locked.}
3. Gathers and sequences
gather markers and a cycling sequence
horizon-dark
* [Look around]
You see trees all around.
* [Listen]
You hear birds singing.
- You decide to continue.
The bird sings: {&a cheerful tune|a sad melody|a strange call}.
-> END
atom-one-dark
* [Look around]
You see trees all around.
* [Listen]
You hear birds singing.
- You decide to continue.
The bird sings: {&a cheerful tune|a sad melody|a strange call}.
-> END
github-dark
* [Look around]
You see trees all around.
* [Listen]
You hear birds singing.
- You decide to continue.
The bird sings: {&a cheerful tune|a sad melody|a strange call}.
-> END
dracula
* [Look around]
You see trees all around.
* [Listen]
You hear birds singing.
- You decide to continue.
The bird sings: {&a cheerful tune|a sad melody|a strange call}.
-> END
nord
* [Look around]
You see trees all around.
* [Listen]
You hear birds singing.
- You decide to continue.
The bird sings: {&a cheerful tune|a sad melody|a strange call}.
-> END
github
* [Look around]
You see trees all around.
* [Listen]
You hear birds singing.
- You decide to continue.
The bird sings: {&a cheerful tune|a sad melody|a strange call}.
-> END