Dungeon 3.1 Written by John H. Halliday (c)1990,94,95 FrontierWorks All Rights Reserved 12-Apr-95 6:48 am (Skyline version) 7-June-95 12:14 pm (DLG & CLI version) Serial # SHAREWARE 2807 Norton Ave. Lago Vist, TX 78645 BBS_512-443-4187 Dungeon 3.1 is a SHAREWARE program. This is a fully working release version which is intended to be used only on a REGISTERED SkylineII BBS (r), DLG Pro V1.0 BBS, or your CLI. This means that Dungeon 3.1 CAN NOT be used in ANY OTHER way shape or form, except with my written permission. This program is NOT in the public domain. If you enjoy the program, please read the readme1st file. For REGISTERED users of Dungeon 3.0 - I will send you an updated disk with Dungeon V3.1, DungeonDraw V1.2, and PRINTED documentation. All that you need to do is send me a note either through mail, or on the support BBS including your SERIAL # and current address/tel. #, and I will mail a package out to you FREE. I am hoping that by making this program DLG and CLI compatible, it will increase its' popularity. Also, I wish to offer my appology for the 2.5 year delay between the release of the last version and this one. I will attempt to continue development of Dungeon through V4.0, which I hope to release in December 95'. What is Dungeon? ---------------- Dungeon is a 100 level D&D type game where you enter mapped out rooms and fight various creatures and accrue treasures. There are traps and secret doors and magic spells, and much more. This is a game for use by any Skyline SYSOP. History of the game: -------------------- This Dungeon game is my second AREXX program. After about 11 revisions (beta), I ended up with a rough draft of Dungeon (V1.0). V1.xx series had a simple screen only 3 options for the user. V2.xx series took care of this by quadrupling the number of rooms to be explored, adding three NEW functions--Cast spell, Drink potion, and Help. V3.x!!! My ST:TNG game gave me some ideas. Most of the features are totally new to 2.x users. Here are some of the MAIN features of the 3.xx series: *- Keys for each level which must be found before entering the next *- New help screens -- greatly improve gameplay *- Character generation at startup, including alias's *- Much greater control over character-game interaction *- New fighting routine. *- Fully mapped Dungeon (10 full levels)! *- Different types of foes *- Game-save features *- SYSOP-variables, allowing some game controls *- Fast game play (at least as fast as the 2.xx series) *- Various sorts of traps *- Armor classes (currently Invisible to player) *- Various types of weapons *- Magical spells *- Lot's of fun! V3.1 After nearly 3 years, 1 marriage, getting my bachelor's degree, and moving to Texas, I am continuing work on Dungeon. This version was really intended to fix several bugs, and add a few features. It should also work more smoothly and realistically. This version includes: - 90 new dungeon levels! - Doors that open only if you use a spell. - Lesser dragons - Improved movement values (# turns/move depends on AC & type of character) - Fixed bugs - Mapped starting position - SYSOP can change this now with DDraw12. - Lesser/smaller dragons added. Alph2 - Program would not reset # turns on a new day - fixed! Alph2 - Eliminated redundant code Alph2 - Added notes Alph2 - Cleaned up 1st dungeon levels. Secret doors work correctly. Alph2 - Program 'remembers' last character location. Alph2 - Memory of previous player moves! (this took 2-days -- ughh). Alph2 - Food now enhances health automatically. Alph2 - Faster movement due to removal of superfluous screendraws. Alph3 - Traps are randomly discovered if SEARCH = ON. Avoid traps! Alph3 - Ending screen is a little more colorful now. Beta1 - Teleports no longer teleport to themselves more than once. Beta1 - Scrolls now used in battles with dragons. V3.11 - Bug fix... User NAME wasn't being read properly. Now, the SYSOP must pass this variable to the program. - Games will now save properly. - Date of current version shows on game startup. Version 4.0 written in C will include: - New concept for playing the game 1. Above ground play 2. Towns 4. Addition of bars, shops, rivers, etc... 5. Interaction with non-PC's 6. AutomaGically generated maps - Multi-player Special note: I'd like to thank D.F. Duck for his help with all of my AREXX games, and Dale Frameli for running the finest support BBS an author could hope for!