inkos-interactive-film

Creates branching interactive film scripts with plot trees, state flags, and multiple endings.

9.4k|1.8k|Updated Mar 12, 2026
One-click install
npx skills add https://github.com/Narcooo/inkos --skill inkos-interactive-film
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: inkos-interactive-film
Source: https://github.com/Narcooo/inkos/tree/main/packages/core/skills/inkos-interactive-film
Command: npx skills add https://github.com/Narcooo/inkos --skill inkos-interactive-film

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

Writing interactive films and game scripts requires tracking branching plotlines, player choices, state variables, and multiple endings, which quickly becomes inconsistent and unmanageable without a structured method.

Core Features & Use Cases

  • Branching Narrative Design: Build plot trees where every choice has a clear entry condition, state change, consequence, and reachable ending.
  • State and Continuity Management: Use variables and flags to preserve character knowledge, relationships, items, and prior choices across nodes.
  • Production-Ready Nodes: Keep every node playable and filmable with visible action, performable dialogue, and storyboard continuity for characters, locations, and props.
  • Use Case: An author creating an interactive drama can define a premise, then have the agent generate a full branch structure where each decision meaningfully alters relationships and leads to distinct, reachable endings.

Quick Start

Ask the agent to create an interactive film script with branching choices, state flags, and multiple endings based on your premise and target audience.

Frequently Asked Questions about inkos-interactive-film

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I write a branching interactive film script?

Define your premise, audience, and format first, then build choices around materially different intentions, costs, or consequences. Each branch needs an entry condition, player choice, state change, later consequence, and a reachable ending.

How do I track player choices across story branches?

Use variables and flags to record facts the later story must remember, such as relationships, knowledge, items, and promises. Define who sets each flag, what it means, and which nodes consume it, keeping the set small enough to inspect.

What makes a good choice in interactive narrative design?

A good choice changes knowledge, relationships, access, risk, resources, or route. Choices that differ only in wording and collapse to the same result without visible consequence should be avoided.

Can branches reconverge in an interactive story?

Yes, branches may reconverge when prior choices still affect dialogue, available actions, or consequences. Every ending must have a traceable route with explicit conditions, and unreachable endings hidden behind contradictory flags must be avoided.

How do I keep characters consistent across story nodes?

Maintain character voice and known state across all nodes so later scenes never forget facts, injuries, items, relationships, or prior choices. Storyboards and image prompts must also preserve character, location, prop, era, and lighting continuity.