diff --git a/Documentation/RunningYourInk.md b/Documentation/RunningYourInk.md index 6db39198..eb9a2036 100644 --- a/Documentation/RunningYourInk.md +++ b/Documentation/RunningYourInk.md @@ -108,7 +108,7 @@ For a sample Unity project in action with minimal UI, see [Aaron Broder's Blot r In Unity, we recommend using your own component class to wrap `Ink.Runtime.Story`. The runtime **ink** engine has been designed to be reasonably general purpose and have a simple API. We also recommend wrapping rather than inheriting from `Story`, so that you can expose to your game only the functionality that you need. -Often when designing the flow for your game, the sequence of interactions between the player and the story may not precisely match the way the **ink** is evaluted. For example, with a classic choose-your-own-adventure type story, you may want to show multiple lines (paragraphs) of text and choices all at once. For a visual novel, you may want to display one line per screen. +Often when designing the flow for your game, the sequence of interactions between the player and the story may not precisely match the way the **ink** is evaluated. For example, with a classic choose-your-own-adventure type story, you may want to show multiple lines (paragraphs) of text and choices all at once. For a visual novel, you may want to display one line per screen. Additionally, since the **ink** engine outputs lines of plain text, it can be effectively used for your own simple sub-formats. For example, for a dialog based game, you could write: