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John Ayliff

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A member registered Mar 17, 2017 · View creator page →

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No, that wasn't me, and I have no plans to do this for Beyond the Chiron Gate.  If you buy it on itch.io and download the browser version to your Ubuntu Touch you should be able to open it in the mobile browser though.

A log is a cool idea but I don't think it's practical for me to implement, I'm afraid. As well as being a lot of work to implement, it would also mean the game was storing a growing amount of information, which can cause performances issues in a Twine game like mine. A glossary with descriptions of everything you can discover was something I thought about implementing, but decided it would be too big a job for not much benefit -- I think most of the trait names are fairly self-explanatory, and if you want to know what a real space thing like a dwarf star is you can look it up elsewhere.

In the crew section you should be able to see the skill modifier for each trait, e.g. Depressed -10%. That's all the information the interface gives, there's nothing else hidden in a tooltip. All negative traits (including Depressed) get removed one level at a time when an explorer is in the hospital. There are also events that can remove the Depressed trait, but there aren't any tooltips that tell you that, it's something you're meant to discover through play.

Tooltips never give you information you can't get somewhere else. When a crew member gets injured or acquires a new trait, there's a tooltip saying what trait that was, but you can always see which traits they all have in the crew section. When the ship gets damaged there's a tooltip telling you which system was damaged, but you can always see which systems are damaged in the ship section. When you gain data there's a tooltip telling you how much data you got, but you can always see how much data you have in the status bar. So it should be possible to play without tooltips, just less convenient.

Maybe I could add an option that makes tooltipped text into links you can select to make the tooltip appear, rather than relying on mouse-over. Do you think that would work? It would mean the passage text would always be full of inline links, though, which I guess might make for a less smooth listening experience.

On another note: I uploaded a new version yesterday that adds music volume controls.

Sorry, I misunderstood your question, my bad.

Tooltip example in Beyond the Chiron Gate: Whenever a crew member's full name appears in the text, the name has a tooltip that displays their class, level, and any traits they have. An easy way to check this would be to start a new game and put a Pilot on your crew, then on the passage where you enter the Gate for the first time the pilot's name will appear saying they fire the manoeuvring thrusters.

On this page, next to each post are "Vote up" and "Vote down" buttons. For me, they look like up and down arrows, but when I mouse over them there are tooltips saying "Vote up" and "Vote down".

Maybe I could add an "accessible tooltips" setting that changed the tooltips from using my custom code to using the HTML "title" attribute. Would that make them accessible to a screen reader?

Regarding the "land" graphic, it's not interactive in itself, but it goes with a link to an explorable trait and means that exploring that trait will cause the ship to land.

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If you find a bug, you can either post it on this thread, post it on the Discord, or email bugs@johnayliff.com. Please include a screenshot showing the full game window--most of the time that will give me everything I need to track down the bug. Also, before reporting a bug please check that you're running the latest version of the game, so you're not reporting a bug that's already fixed. (You can see the version number in the bottom right of the title screen.)

Spelling and grammar errors are bugs, although note that I'm writing in UK English so e.g. the "u" in "colour" isn't a mistake.

Thank you so much for the comment! I did my best to make it accessible, and I tested it using a screen reader, but since I'm not used to using a screen reader it was hard for me to tell how well it worked. If you find any parts that aren't accessible, please do comment here or email me (bugs@johnayliff.com).

When you installed the game it should have made a start menu shortcut in a start menu folder called Beyond the Chiron Gate, so that's the best way to run the game. If you want to run the .exe file directly, you should run the one in the BeyondTheChironGate folder, not inside the app-1.0.1 folder.

I'll add a volume slider to my list of things to do for a future update.

Hi! It should install to:

C:\Users\(Username)\AppData\Local\BeyondTheChironGate

No, an explorer gets XP when they succeed at an event, and all explorers get XP when they make a discovery.

Whether characters should get XP for failure is an interesting part of RPG design space and different games do it differently, but I decided to go with only XP for success in my game.

I'm afraid I don't know what's happening here. I can confirm it's not capitalisation of the track names -- I had that problem with one track during development, but I fixed it so it should all work on Linux. The browser version won't play audio until you've interacted with the page in some way, but once you've clicked on something it should start.

The only thing I can think of is that's something to do with the itch desktop app. Maybe try downloading the file directly from the web page rather than using the itch app?

Thank you! (Although I wasn't aiming to  be quite as dark as Frostpunk or This War of Mine!)

The music is from a couple of asset packs I bought on itch.io. The composer's name is Wiktoria Zac. https://wiktoriazac.itch.io/atmospheric-sci-fi-music-vol-i


Text-based space exploration roguelike Beyond the Chiron Gate is now out!

Explore an endless universe filled with exotic planets, strange life forms, and ancient civilisations. Manage a crew of space explorers and upgrade their ship with new technology. Brave dangerous worlds to gather the data you need to reach the home system of the mysterious Gatebuilders.

Introductory sale: Beyond the Chiron Gate is on 20% off for the first week.

https://johnayliff.itch.io/beyond-the-chiron-gate

I always intended this game to just one fight with one opponent--an interactive short story rather than an interactive novel. There are other endings depending on your choices and the outcome of the fight, though. Glad you liked the game!

I don't know why this game would have the problem if Seedship doesn't. If you had cookies disabled and have just enabled them, try clearing your cache and reloading this page? Both games use the save features in the same way, and in any case I think this problem is to do with how Sugarcube stores the current game state, not the save system.

I agree, it would be nice if Sugarcube could at least show a "you need to enable cookies" message rather than an incomprehensible error.

This is probably happening because you've got Firefox configured to disable cookies. Twine games like this one require cookies to function.

I love this music! It and Deimos are exactly what I need for my next game.

This is very cool, thank you!

Thank you!

I'm not actively working on the game any more, but I'm making a new game that should appeal to the same players. I post dev blogs on my Patreon: https://www.patreon.com/johnayliff

Thanks! I had no idea this game was being used as an example of anything. I don't know if I'll have time to review IFComp games this year but if I do I'll check yours out.

No plans to adjust the scoring system this long after release. Things like airtight caves don't adjust your score directly, but they do make it more likely to have more colonists survive and get a better culture ending, so they do affect your score.

Thanks for pointing that out! I've uploaded a new version that fixes that.

OK, this should be fixed. If this happens again, clear your cache or do a force refresh of the page (CTRL+F5 on a PC, Apple+R on a Mac) to make sure you're running the updated version. The title screen should say "version 1.3.6" in the top right.

Thanks for letting me know. I'll look into it immediately.

Email me at contact@johnayliff.com and I'll send you the source code.

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Hi Brandon! I'm very happy for you to do this if you want to. I assume these are non-commercial projects since they're for old computers. Just leave my name in the credits (while also adding yours) and it's fine.

My first computer was a Commodore 64  and I wrote my first primitive games in C64 Basic, so seeing Seedship running on one would be kind of amazing!

John

Thanks for pointing that out!

Last time I updated the game I forgot to check the boxes to add scrollbars and a fullscreen button. I've fixed that now. Thanks for pointing it out!