Space Goblin Diaries

John Ayliff (Space Goblin Games) is a creator of text-based games and interactive fiction

I've made some progress on Foolish Earth Creatures this month, although most of that has been filling out chapter structures with placeholder text so there's nothing very interesting to show. Unless you find this kind of thing interesting:

PLACEHOLDER: You draw one of my patrols into an ambush and destroy them. BUT, now you are pinned down, and the cyborgs try to flush you out with grenades!

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A few weeks ago I filled out a Canadian government survey on generative AI in the arts. (The survery is still up as of this blog post, in case any Canadian readers want to fill it out.)

The survey was hilariously biased towards AI (questions are all like “What help does your organization need in order to adopt more AI?”), and by the time I got to the free text entry questions at the end I was pretty pissed off.

But one question, in amongst a list of questions about how your organization currently uses AI, was “Does your organization have an AI policy?” I initially clicked “no” to this along with all the other questions, but later on went back and changed it to “yes”, because I do have a clear gen-AI policy, although I hadn't written it down. My policy is that I don't use it.

So for the record:

Space Goblin Games Gen-AI Policy

I will never use generative AI in any capacity.

I do not consent to the use of my work in any project that uses generative AI.

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Far out in the dark reaches of space, beyond the orbit of the Earth's moon, where your doomed planet appears as a fragile blue-white pebble, you at last approach my space dreadnought. Even from this distance, you must be able to see the vastness of my dreadnought and feel the power that it emanates. The crackling bubble that surrounds it is its neutronic ray shield, impenetrable to all conventional weapons. And within that bubble, a dark edifice of neutronium hyper-alloy, bristling with ray gun batteries, from the observation cupola in its nose to the hyperspace engine in its tail. Behold the yawning maw of the main hangar bay, from which a thousand cyber-fighters and invasion shuttles can issue forth to conquer new worlds! Behold my command spire, from which I can oversee my armies and observe the fall of my enemies! Are you not impressed, human? How can you look at the sheer scale of my fortress and entertain any hope of victory?

Early dev diary this month as I'm going travelling tomorrow and don't know if I'll have time to do any writing until next month.

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I've launched small interface update to Seedship. It should be live on itch.io, the App Store and Google Play.

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Once again I haven't had a huge amount of time to work on the game this month, and what I have done has been routine filling in of chapters so I don't have anything very interesting to share. But I'm committed to doing a dev diary every month, so here's a companion piece to my post about space villains, this one about the space heroes who oppose them.

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I've just launched an update to Beyond the Chiron Gate that adds a dark-on-light colour scheme.

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Your engineers work around the clock in your Space Force HQ's engineering lab, while outside the frightened population wonders what new doom I will unleash upon them.
At last they unveil their creation: a sleek silver spaceplane, a miracle of compact, efficient power. Its engine combines all your top scientists' experimental propulsion ideas, while its body is optimised for rapid manoeuvres both in atmosphere and in a vacuum. Beneath its graceful wings are twin laser cannon similar to those of the interceptor you piloted in our first encounter. Its cockpit is engineered specifically for you, with controls so perfectly calibrated that the ship will seem almost a part of your own body.
I will grant you this, human—when you need to, your species can create some truly impressive pieces of technology. The ship your engineers have created is almost worthy of a place in my space fleet!
A ship this impressive deserves a name. What will you call it? Where would a space hero be without their trusty spaceship? On the ground, that's where.

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This month I've revised the overall structure of the game and come up with something I'm happy with, but I haven't had a lot of time to work it so I haven't getten back to the writing yet. But the project was actually in a good place for me to step back and let it “lie fallow” for a little while, so taking a break at this point will hopefully help me overall.

But that means I don't have anything to show in this diary, so instead here is a fluffy listicle of some of my favourite space villains who inspired the game, and my personal crazy fan theories about each of them.

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Enjoy your victory while you can, human. I, meanwhile, must watch impotently from my escape pod as you dismantle the wreckage of my dreadnought and repair the damage my forces did to your planet. Curse you, Ace Quasar. You win this time... ...But we will meet again! Big milestone this month: the game now has one path where I can play all the way from start to finish without encountering any placeholder text.

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I've been thinking about the design lessons I've learned from Beyond the Chiron Gate now that it's been out for a few years, and I thought I'd do a little post about one topic: achievements.

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