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- README FILE FOR DESIGN.EXE
-
- Introduction
-
- Design.exe is a demonstration program with user
- interaction that shows the construction of dungeons. The
- user is able to place walls within a 16x16 room area and
- inspect the view from any particular room. The user may
- create his or her own wall art for incorporation and walk
- through the dungeon.
-
- File List
-
- For Design.exe to work properly you will need
- the following files:
-
- Design.exe... The executable program
-
- Menu.pcx... The .pcx file that design uses to
- intialise the 256 colour palette. If you inspect the .pcx
- you will find a 320x200x256 colour drawing that might be
- used for the game overlay, but it is a poor work of art
- and not used in the game.
-
- Wall.pcb... This is a collection of wall art. Each
- piece of wall art is stored in .pcx format sequentially
- in this file. The individual pics are located using an
- index that occurs as an array at the start of the file.
- The pics are stored without the header and trailing
- palette information since the pics are all the same size
- (60x60 pixels) and use a common palette grabbed from
- menu.pcx.
-
- Gnd/Sky.pcb.. As with the wall.pcb files, these are
- collections of ground and sky art, stored the same way,
- except the pic sizes are 100x50 pixels.
-
- Test.dsn... The file that defines the layout of
- dungeons within the module. It stores the 50 dungeon and
- 5 overland levels, the art used by each. If this file is
- missing then a test file with the name that you specify
- will be created by the program.
-
- System Requirements
-
- VGA card and monitor, 640k of RAM. Mouse is not
- supported.
-
- Getting Started
-
- * Run design.exe and enter the name of the test
- file that you wish to work with. Test.dsn has been
- provided for you. If you specify a non-existant file
- design will attempt to create the file for you.
-
- THE MAIN MENU
-
- The main menu provides several options, not all
- of which have been implemented:
-
- E: Edit module or overland map. This option will let you
- select one of the 50 dungeon modules. The overland maps
- (Numbered 0-4) have not yet been implemented so selecting
- a dungeon 0-4 has no effect. In test.dsn module 6 has
- been worked on and given the name "swordcoast".
-
- G: Edit game settings. Not implemented.
-
- A: Art Gallery. Enables the user to import wall, sky and
- ground art for use in the program. See the section on
- importing art later on.
-
- M: Monster editor. Not implemented.
-
- Q: Quit to DOS
-
- * NOTE*
- from all positions in the program the ESCAPE key backs
- you out to the previous level and can quit you from the
- game.
-
- EDITING A DUNGEON MODULE
-
- Once a dungeon module has been loaded the following
- appears:
-
- A 3-D window showing the current view from the room
- in the dungeon occupied by the player.
-
- An overhead 10x10 map showing the walls and exit
- types in the module. This map scrolls around the 16x16
- dungeon as required.
-
- A panel which shows the currently selected wall, sky
- and ground art that will be placed in position.
-
- A small bar showing the currently selected exit type
- that is available for placement.
-
- Within this editor the following applies:
-
- Pressing a capital key changes the currently
- selected art or exit. Pressing a lower case key places it
- within the module in the position you are facing,
- directly in front of you. An 'h' gets you a very basic
- help screen to remind you of the following options:
-
- F1: Import wall art from file
- F2: Import sky art from file
- F3: Import Ground art from file
- h: Help screen
- W,S,G: Change wall, sky and ground art
- w,s,g: Place wall, sky and ground art
- E: Change current exit type
- e: Place exit
- N: Name module
- Arrow Keys: Move around module
- ENTER: Places all of the current selection
-
- When you place art in each room the program takes
- the selected art (shown half size in the box to the side)
- and records that that is now in the appropriate
- position. You can change the selected art by pressing the
- capital W,S and G keys (which cycle through the art
- available) and place it into position using the lower
- case w,s and g keys.
-
- If you are not happy with the available selection of
- 30 walls, 8 skies and 8 grounds then you may import
- other art from the master files by using the F1, F2 and
- F3 keys. These options change the art that fills the
- available slots. You use the UP/DOWN arrow keys to view
- the art that is on the master file (the full size
- wall/sky or ground) and pressing "r" followed by the
- number of the slot causes the wall/sky/ground to be
- replaced. The best way to see how it works is to try it.
- You cannot damage any of the art in this screen and if
- you are unhappy, change it all back. Note that changing
- an art slot causes all of the walls/skies/grounds that
- were using that slot to adopt the new art in place of the
- old.
-
- The exit type determines whether you can move out of
- the room into the room adjacent. Note that the presence
- of intervening walls is meaningless unless the correct
- exit type is selected as well. Selecting free movement or
- open door permits movement while all of the other
- options restrict it. You can change exit types using the
- "E" key while the "e" key places them on the map. You can
- get yourself trapped within a room if you barricade
- yourself in, but replacing an exit with a free movement
- will get you back out again.
-
- When you place a wall, the wall on the otherside is
- not automatically defined, so that when you go around to
- the other side, nothing is there. This is confusing to
- start with, but gives greater flexibility when building
- the dungeon. Just remember to place the desired art on
- both sides of a wall.
-
- IMPORTING NEW ART
-
- The facility exists for importing your own art into
- the master file. From the main menu select the (A)rt
- gallery option. You then have a choice of importing wall,
- sky or ground art. The following conditions apply:
-
- * Walls must be 60x60 pixels in size and stored in
- .PCX format. They may be created using any paint program
- that supports 256 colour .pcx files. Skies and Grounds
- are 100x50 pixels in size. Attempting to load anything
- other than these sizes will not be permitted. Note that
- the size check is the only condition that must be
- satisfied.
-
- * When creating a new wall (or sky or ground) first
- load up menu.pcx (disgusting as it is) and save the
- palette from that picture. Use this pallete to draw your
- art as it is the palette that "design" will use to draw
- it with. DO NOT change the menu.pcx palette, or strange
- effects will be noticed in the program.
-
- The master file stores each picture as the data part
- of the .pcx file stripped of the header and palette
- information. The pictures are not stored as image
- fragments. The pictures are located using an index at the
- start of the file to get the storage offset. This method
- saves a little bit of space but in retrospect, wasn't
- worth the complexity of coding since the pcx to frg
- conversion is still required.
-
- WHAT DESIGN.EXE WILL NOT DO
-
- At the moment design.exe does not support any events
- or user interaction except the ability to walk around in
- the dungeon and place your walls skies and grounds where
- you want them. There is no combat, no text, NOTHING. It
- is not meant as a game creation utility, but as a
- demonstration to help in the understanding of some of the
- processes described in Game Developers Magazine, from
- where you should have got this program.
-
-
- It is not filled with user friendliness, even the
- help screen in the dungeon editor was a reluctant extra.
- It is easy to use, but not at all helpful if you are
- stuck. ESCAPE will back you out of anything.
-
- It is not a virtual reality demonstrator with smooth
- scrolling and so on. It is NOT state of the art. It is
- the result of a little dabbling on the PC at home.
-
-
- SOME FEATURES WORTH MENTIONING
-
- The ground and skies are direction sensitive, so
- that changing the direction in which you face can change
- the floor or sky. A bit of realism so that the floor
- boards run the correct way when you turn, or the sky
- doen't look like it rotates around the points of the
- compass every time you turn.
-
- The walls vanish properly on the horizon and don't
- just end sawn off at the third room away from you. The
- trade off is that sometimes the side walls look a little
- bit large.
-
- I think that it is quick. It is doing a lot of
- processing and I have not attempted any serious
- optimisation of the code. A lot of time is taken up
- drawing the overhead map, which would be reduced in size
- and auto-mapped in any game released using the program.
-
- FURTHER INFORMATION
-
- The following programs are worth a look if you want
- to go further:
-
- ACKKIT A 3D room creator similar to WOLFENSTEIN
-
- UNLIMITED ADVENTURES An SSI project fully fledged
- with events, monsters, combat and overland travel. Does
- not have the ability to import your own wall, sky and
- ground art, but everything else sings and dances.
-
- NEOPAINT V2.1 The best paint program that I have
- seen on the market. I trialled it to produce all of the
- art used in the program, and apart from running into
- problems using a Trident 8900/8800 1Meg SVGA card, found
- it to be easy to use.
-
- I used the following book to derive a lot of
- information about picture file formats:
-
- "Super VGA Programming Secrets" Steve Rimmer. A
- lucid work, well written and full of excellent
- information.
-
- If you want more information or have any questions
- about the program, then please address them to me through
- Phil Inch, C/- Game Developers Magazine, or leave me a
- message on HOTLINE, A Sydney BBS (Australia) 02-488-9375.
- Both GDM and HOTLINE are damn good services...give them
- your support.
-
- Stuart Williams
- 17 April 1994
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