Portable narrative scripting language based on Ink.
Hank is a more portable answer to Inkle's open-source Ink engine. It is currently just a proof of concept, but you may use it at your own risk.
Comparison with Ink and Inkjs
|Well-maintained/Production-ready||Yes||Mostly yes||Maybe someday--probably never|
|Recommended external engines||Unity||HaxeFlixel|
|Ease of use||Comes with the Inky editor, gives syntax hints. Thriving, helpful community.||Easily embeds in web-pages. Partly supported by Inkle.||Stricter syntax, no official editor. Only understood by one other person (for now)|
|Flexible scripting||Powerful but bulky embedded scripting system||I'm not sure||Uses hscript module to allow full Haxe expressions inline without scope bloat|
|Automatic story testing||None||None||Write expected transcripts to easily test your story's output given sets of choices|
|Playthrough transcript exporting||None||None||Output a transcript to a file while playing your story. Generated transcripts are compatible with automatic testing.|
|Toolchain completeness||Inky & Unity plugin use the official compiler to recompile automatically while you edit||Relies on running the official C# compiler before each time compiling your webgame||Parses and runs entirely at runtime without external compiler|
|Publishing for Desktop app||Supported through Unity||Theoretically possible with Electron||Coming soon with HaxeFlixel|
|Publishing for Mobile app||Supported through Unity||Not sure if possible||Coming soon with HaxeFlixel|
|Publishing for HTML5||Supported through Unity||Supported out of the box||Coming soon with HaxeFlixel|
|Publishing for AAA Consoles||Supported through Unity||Likely impossible||Coming soon with HaxeFlixel|
As of now, you are better off using Ink or Inkjs for serious gamedev. Hank is good if you're interested in hacking away at a new/leaner system as a side project.
haxelib install utest haxelib install hscript
Debug Hank stories