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My general opinion is that it makes more sense to only allow saving in sparse key points of the story. But this is more of a game design point.
I'm really not sure how we may fix this. I could just modify the Gateway so that blank options are not delivered, but I'm afraid someone could have used blank options meaningfully and it would break their expectation.

Would it be possible to set it up as a toggleable option? This way, people could leave it off if they need blank choices for whatever reason.

I have a less impacting idea: we can just check if we are in this buggy situation immediately after loading. In that case, the option is automatically chosen. It's very ad hoc but it could work.

Sure, that makes sense!

I know it was centuries ago, but I tried again and I could not reproduce the issue. I really don't see when this happens. Perhaps updating Ink to the latest version fixed it?

(2 edits)

I’m not sure – I ended up adding

if (string.IsNullOrEmpty(line)) 
{
    continue;
}

to the foreach (Choice choice in choices) loop in Narrate().

And since that fixed it, I haven’t looked into it more since.

Very well done. I won't add this in the tool itself because I don't want to break potential situations in which the blank line was the expected behaviour for some kind of artistic effect, but it looks like the bold thing to do.

(+1)

It’s definitely not something for every project haha – but it suited the needs of what I was working on :)