@BenSeawalker I hope development is continuing on Chronicler. For someone who does not know how to code at all, this tool looks like an must-have.
Iām not sure why this happened, but Iāve suddenly been unable to test my games within Chronicler. Iām getting this every time I go to Play
I reinstalled the Choicescript master and have the directory set to it, but Iām still getting the same error
(My font is set to comic sans because my life is an active act of rebellion against God)
just make sure you have a backup of everything
I know itās been like 30 years but the problem is you have the wrong choicescript folder, im not really sure what you did to it but the original āchoicescript-autobalanceā folder should be selected in the choicescript directory browser in Chroniclerās settings. Iāve had this problem too and choicescript-master didnāt work for me, only the autobalance version.
I am using CSide, but I am wanting to work with a branching mapper for conversations, plot branches, and quests. I was reading that Chronicler would be useful in this. I see that people are talking about updates to this. Is there a stable version of Chronicler at this time that would help me, or is it at a point where I should use another software? BTW, I think it is great that you, @BenSeawalker, have created and are still working on Chronicler for the community.
Hey @everyone I am still alive
Work has been ongoing on the web version of Chronicler. Although it has moved in an entirely new direction.
The most important change for everyone here is that it no longer uses ChoiceScript. There are multiple reasons for this (the above mentioned comments about it not being able to render CS games locally is among them).
Furthermore Iāve found CS to be a bit restrictive in regards to text formatting. Although Iāve been away from it long enough that Iām not sure if it has support for bold text or colors yet.
I remember having a discussion awhile back about having a new platform for which to share and monetize your games. The legal ramifications of that with CS as the underlying product made it impossible.
So, whatās the new Chronicler going to look like you ask?
Well, far more streamlined than the current desktop version.
No more manual arrangement of nodes, it is all done automatically.
Full support for colors, font, etc. The game can look how YOU want it to look with no arbitrary restrictions. If you want to get really fancy, you can even customize the stylesheet to your heartās content.
Otherwise, there is absolutely zero need to touch any form of code or programming language. All features of the program have simple GUI implementations. The closest youāll get is to referencing variables in your story text.
It also allows you to focus on writing your story by remaining minimally intrusive in all aspects such as quick hotkey shortcuts for navigation and only one type of node that combines everything you need to do into one interface:
- The text of the choice or the condition that leads to this branch.
- The variables you wish to manipulate for landing on this branch.
- The fully featured rich text editor for your story with syntax highlighting for variable names and, of course, a spell-checker.
- Finally, quick links to every child branch from this node - their text/condition can be edited here as well.
- Using the keyboard shortcuts (ALT + Arrow key) you can quickly switch back and forth between a node and its parents, children, or siblings.
There are also so many more cool features for writers!
The most exciting one in my opinion is the ability to click on a node and see a summary of the possible combinations of stats at that point in the game. Chronicler will map out every possible path to reach the selected node and present a list of routes and how they affected the variables. Furthermore you can select one of those routes and dive right into testing your game from that point onward.
Want to branch if their STRENGTH stat is high enough, but how high is too high? What is the max and min STRENGTH they might have at that point? Chronicler does the work so you no longer have to guess. You can even branch on the condition that their STAT is at 50% of the maximum it could be at that point in the game.
Want to have collaborators? By all means! You can publish your game privately and invite other users to test it. You decide whether they have full editing privileges or if they can only post comments.
As a reader, have you ever been frustrated by spotting a typo and not being able to do anything about it? Well, now you can easily point it out as a comment on that specific page in the game (which will only be visible to the author). The author can respond to your comment if they wish, or mark it as a āTodoā item and then mark it as āCompleteā later.
Part of this āTodoā system is an internal rewards points system that acts like āreputationā. The more points you earn for getting your comments marked as Todo items earns you rep. These rep points can then be traded in for badges on your profile or used to receive discounts on purchasing games.
Speaking of which, the new Chronicler will be a fully featured game store as well. Youāll never have to leave the platform to publish your game. Simply set your price and make the game public (you can even specify dates for it to go on sale for a discount). Keep track of the analytics with a dashboard showing sales figures and all kinds of other cool stats like average playtime. You can even colorize your node tree to show the paths most players follow.
Readerās who have completed at least 50% of the game may leave a review and rating. Top rated games will be featured on the homepage.
Of course all games will be read by a moderator first before going live. To speed up the review process it is best if you make sure to check the boxes for any āsensitiveā content it might contain. I donāt plan on being super restrictive on censoring games, but they do have to be honest attempts at making a game rather than say a showcase of porn. Furthermore, plagiarism will be taken very seriously.
Eventually Iād like to allow support for creating more complex kinds of IF games similar to Zork.
This is just a small summary of the features Iād like Chronicler to have. Also, please be aware that most of the above mentioned work is not done yet and currently only exists as design documents. Unlike the desktop version where I dove right in to writing code (and ended up with an unmaintainable mess), Iāve strove to do my due diligence up front and fully design features before implementing them. Considering this project will eventually result in the transference of money, I believe that this is a prudent measure to take.
At some point in the hopefully near future when the project is closer to being finished, I will get the website hosted and will publish any further news and development on there.
Thanks for your patience and understanding. Iām super excited about this new direction!
Soā¦ itās Twine?
Sounds pretty cool.
Not quite. I played around with Twine a little bit and while it shares some similarities, you still have to write code-like stuff to make it work. You also have to drag around the nodes yourself, there is no auto-arrange.
The way you enter text feels a little offā¦? Hitting āEndā on your keyboard moves you to the end of the textbox instead of the line youāre currently on. Thereās no spell checking, etc.
The debug from current node doesnāt take into account previous choices that would cause variables to change. You canāt quickly jump between nodes and their parents, children, or siblings, etc.
I donāt know. Twine feels like a mere shadow compared to what I want to do with Chronicler.
That said, I might want to spend some more time on the UI from the readerās standpoint to come up with something more unique than what CS or Twine have. Thatās tough since thereās only so much you can do with text based UI, but I do want to encourage the use of images more in Chronicler.
Either way, Iām not sure thatāll be much of an issue since Chronicler as a development tool and platform will certainly be unique.
EDIT:
Thereās other things Iād like to add as well like a Dialog Tree editor to abstract away that kind of complex logic. A Character Sheet generator for keeping track of everything related to your NPCās such as descriptions and relationships, etc.
An Outline page where you can write down the basic structure of your story.
Among other things that will encourage good habits and make life as a writer far easier overall.
Sounds interesting. Ambitious, certainly.
However, I think youāll find the interest on this forum begins to wane now that thereās no longer any connection to ChoiceScript.
Iād also like to point out that Twine is the result of the hard work of many talented individuals. Iād suggest you refrain from referring to it as a āshadowā of a non-functional concept.
Anyway, best of luck.
Iāve been using your outdated yet very handy Chronicler for nearly two years now. The fact that it will no longer support Choicescript is very unfortunate, and is bad news to someone like me. I have been very happy with an outdated and inferior version and am now coming close to finishing and publishing a complete story written solely through it. Through all its bugs and crashes, I have persisted. I already use alternate programs like Twine for other companies and projects, so seeing another competitor when what ChoiceScript needs is a visual editor makes me sad. I truly hope you reconsider at least making a less-featured but updated version that includes support for Choicescript. It quite literally has saved me.
@rvd249 Wow, I was actually under the impression that nobody was seriously using Chronicler.
I did look into the legality of it a bit and assuming I understood it correctly, it is indeed okay to sell a ChoiceScript game through CoG and through another seller so long as you commit 25% of the profits from the other platform to Cog. I think that will have to be something each individual will research for themselves.
Iāve still got the ChoiceScript parser I wrote in JavaScript awhile back. I think it needs tweaked a little bit for some of the new syntax but that should be easy enough.
I was already planning to support importing ChoiceScript code so at the very least the new Chronicler would be marginally compatible with the old one. However the implications of the legal standings above means I could likely support exporting ChoiceScript as well (it simply wouldnāt have all the features of the new Chronicler). Fortunately most of those new features will be merely cosmetic and the underlying game structure should be similar enough.
To answer your question, yes. The new Chronicler can still support ChoiceScript, but it wonāt be purely a ChoiceScript editor if that makes sense.
Thatās a whole lot of an easier pill to swallow. Iād be down for supporting Chronicler as legitimate competition in the interactive novel scene, but having the reliably large audience that CoG/HG provides that much needed stable landing in the risky jump thatād be taken with writing a novel. Being able to import/export a ChoiceScript version of a story while also being able to publish a Chronicler version would be great.
I look forward to your future updates on the project, and I definitely will consider making a lateral jump towards the storefront should everything turn out alright.
You cannot sell a ChoiceScript game through another publisher without a commercial license.
Can you sell the game by taking out the code and using either different code or creating a non-choice version of the story either before or after publishing through your company, and if so, do you require a cut from the profits either way as long as more than 10% of the words are used in the story?
The licensing agreement precludes you releasing the same story/content in a competing format, such as Twine, Ink, RenāPy, CYOA book, etc etc.
Okay, so I can release a non-choice version novel of the story electronically or physically without requiring to give you a royalty? Also, if I want to sell a physical version of my ChoiceScript version, how does that work out?
Yes, a novel version (no choices) would be fine.
There is no way to sell a physical version.
Thanks. Though I was considering publishing a novelette or novella of a choice-based story (like Goosebumps) that I could sell through through Amazonās print on demand method. Perhaps a simpler version than the one I might sell through Hosted Games. Thatās why I was asking that question. Thoughts?
Choice-based story is a competing format.