tags on choices #25

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opened 2019-01-07 14:28:24 +00:00 by NQNStudios · 2 comments
NQNStudios commented 2019-01-07 14:28:24 +00:00 (Migrated from github.com)

Whether or not Ink-style tags should be a part of Hank is up for discussion. Reasons for not including them:

  • Since any Haxe object can be passed to the story interpreter and its functions can be invoked at runtime, processing tags and executing logic based on them in some external game loop might be an anti-pattern. Any such form of logic could be replicated by invoking functions directly in the script.
Whether or not Ink-style tags should be a part of Hank is up for discussion. Reasons for not including them: * Since any Haxe object can be passed to the story interpreter and its functions can be invoked at runtime, processing tags and executing logic based on them in some external game loop might be an anti-pattern. Any such form of logic could be replicated by invoking functions directly in the script.
NQNStudios commented 2019-01-24 18:02:04 +00:00 (Migrated from github.com)

Tags on choices could be very useful--there's currently no way to emulate tags on choices in the same way you can emulate tagging a text paragraph just by embedding Haxe on the preceding line.

Tags on choices could be very useful--there's currently no way to emulate tags on choices in the same way you can emulate tagging a text paragraph just by embedding Haxe on the preceding line.
NQNStudios commented 2019-02-05 23:05:53 +00:00 (Migrated from github.com)

As far as tags on paragraphs go, I think it might be a mistake to implement them. The reason being that if the story developer can implement any given functionality EITHER by writing external code that processes tags, or by writing functions they can call directly from embedded hscript, that introduces an ambiguity of best practice. Hank is probably going to end up endorsing the monstrous practice of implementing story flow & game logic very closely tied together (unlike the Ink design ethos) by nature of providing full Haxe embedding. Maybe better to embrace that.

As far as tags on paragraphs go, I think it might be a mistake to implement them. The reason being that if the story developer can implement any given functionality EITHER by writing external code that processes tags, or by writing functions they can call directly from embedded hscript, that introduces an ambiguity of best practice. Hank is probably going to end up endorsing the monstrous practice of implementing story flow & game logic very closely tied together (unlike the Ink design ethos) by nature of providing full Haxe embedding. Maybe better to embrace that.
NQN closed this issue 2025-10-30 19:30:48 +00:00
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Reference: NQN/hank#25
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