Jon Ingold (inkle's narrative director) has a great talk on game dialogue [1] -- he implements a scene from Blade Runner in Ink. Super insightful and entertaining.
I've been using Ink a lot lately and really appreciate the work the community has put into it! Our team released a suite of interactive songs [2] last year -- we used Ink (and its handy Unity integration) to implement the core mechanic of two-player lyric choices in real-time, and even used it to handle some truth table logic for the credits :)
Heaven's Vault is a great game, for anyone interested in playing an archaeologist who has to translate an ancient language and uncover secrets of a lost civilization.
I played around with it a bit a few years ago, not affiliated.
Ink is a markup language rather than an engine, so it plays nice with version control and managing huge stories. It also lets you handle variables and do some pretty complex logic inside the scripts.
This also this means you can integrate it with different workflows, dialog authors can editor and focus on dialog in the inkle editor. Then push their changes into a game built in Unity.
Definitely more suited to big teams than Twine which is more targeted at solo indie devs.
In my estimation it's apples and oranges. When it comes to game logic, Twine is basically just a platform for running JavaScript.
Ink, on the other hand, is a scripting language, and although you can play raw Ink scripts, it's really designed to integrate into graphical games (after all, it's what powers all of Inkle's games). I'd say in the IF world, it's much closer to Inform 7 than Twine.
That is how I recently encountered Ink, disassembling the Unity code for Haven [0]!
Turns out the savegames are just encrypted JSON with a hardcoded key, and for debugging purposes, the game even allows loading unencrypted JSON!
This, and setting a specific flag in the .dll to unlock developer mode, allowed me to a developer menu to replay a few scenes that I missed (but wasn't going to replay a ~20h game for).
First time in a long while where I had fun disassembling and debugging outside of work.
I've been following Ink for a while because I went to uni with one of the founders of Inkle. As someone who isn't a game developer, a possible use case for me is something like scripting chat bots or data capture wizards. I don't know if it's actually a good fit for the problem, but the idea intrigues me.
I've been using Ink for the game I'm developing and I love it. I tried Twine before that and as much as I like the visual interface of Twine, Ink has been a better fit for my needs.
I've been using Ink a lot lately and really appreciate the work the community has put into it! Our team released a suite of interactive songs [2] last year -- we used Ink (and its handy Unity integration) to implement the core mechanic of two-player lyric choices in real-time, and even used it to handle some truth table logic for the credits :)
[1] https://www.youtube.com/watch?v=_vRfNtvFVRo [2] http://evergreenblues.com/