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- This file came from a disk that I was given by Peter Hibbs of the
- ICTARI programmers user group.Peter is currently working on a new game
- in the Dungeon Master mould and he is interested in some new creature
- creations.If you have a talent for art and would like to have a go at
- some graphics for Peter,either contact him at the Ictari address or if
- you like drop me a line here at Kelstar,include a blank disk,and I`ll
- send you the disk of example pictures that are mentioned in this text.
- I would have included them on this disk but there`s over 20 and there
- just wasn`t enough room.*Bob*
-
-
-
-
-
-
- DUNGEON MASTER CONSTRUCTION KIT
- ===============================
-
- Notes on creating new creatures
- -------------------------------
-
- The Dungeon Master Construction Kit is a program in which a designer can
- design a new dungeon layout complete with traps, puzzles, objects,
- weapons and creatures. The dungeon itself uses the same graphics images
- (walls, pits, etc) as the Dungeon Master game and most of the objects
- provided are also the same. However, in order to make the game more
- interesting for the player, a new set of creatures/monsters are being
- added as well as a few of the original creatures. These notes provide
- information on the drawing of the new creatures along with any
- limitations, sizes, etc.
-
-
- 1. CREATURE DISTANCE
- ====================
- When the 3D image is displayed the player can see up to three squares in
- front of him, the square directly in front which will be referred to as
- the X square, two squares in front is the Y square and three squares
- away is the Z square. The squares to the left and right of these are
- also partly visible.
-
- Every type of creature requires three basic sizes, the largest size
- where the creature is on the square immediately in front of the player
- (X), the medium size where the creature is two squares away from the
- player (Y) and the smallest size where the creature is three squares
- away (Z). The largest image should be brightly lit, the medium image
- should be slightly darker and the smallest should be darker still
- (dependent to some extent on the colours available). The creature image
- files supplied on the disk show examples of this.
-
-
- 2. CREATURE VIEWS
- =================
- In addition to the three different sizes of image there are up to five
- different types of image for each size, the actual number depending on
- the type of creature. For example, the 'mummy' has a front view, a back
- view, a left side view, a right side view and an attacking view. Note
- that since the left side view is just a mirror image of the right side,
- it is only necessary to draw one which can then be used to generate the
- other. Creatures which attack at close range (such as the scorpions,
- skeletons, etc) only need an 'attack' image for the X size while
- creatures which cast fireballs (such as the 'dragon') or spells will
- need an 'attack' image for all three sizes.
-
- Some creatures do not need the four views in each size. For example, the
- 'green ghost' (being see-through) and the 'beholder' do not have a back
- or side view as they are always facing the player.
-
- Other creatures may have two images for the front view, for example the
- 'giant wasp' has two images with its wings in two different positions to
- simulate flying. The 'giant snake' and the 'green ghost' have two
- different images (a left and right image) to simulate a swaying
- movement.
-
-
- 3. CREATURE SIZES
- =================
- Creatures can come in two basic sizes, full width or half width.
- Creatures which are full width (such as the 'dragon' and the 'scorpion')
- require a whole square for the image while half-width creatures (such as
- the 'mummy' and the 'skeleton') only require a quarter of a square. In
- these cases up to four creatures may be displayed on one square. The
- width of a full-width creature for the X size should be no more than 144
- pixels and a half-width creature should be less than 64 pixels to allow
- two creatures to be displayed side by side. The height of any creature
- should be less than 100 pixels, the 'stone golem' being the tallest
- example. In general, the sizes of the Y and Z squares is approximately
- 1.5 times less than the previous size.
-
-
- 4. COLOUR PALETTES
- ==================
- Due to the limited number of colours available on the low rez screen
- there are a number of restrictions on the colours that can be used for
- creature images. There are 16 colours available for the images as
- follows :-
-
- Colour index 0 = Transparent ??? -
- " " 1 = Grey 3 333 Fades
- " " 2 = Grey 4 444 Fades
- " " 3 = Dark brown 310 Fades
- " " 4 = Cyan 066 Stays bright
- " " 5 = Light brown 420 Fades
- " " 6 = Black 000 -
- " " 7 = Green 060 Fades
- " " 8 = Red 700 Fades
- " " 9 = See table below ??? Fades
- " " 10 = See table below ??? Fades
- " " 11 = Yellow 770 Fades
- " " 12 = Grey 2 222 Fades
- " " 13 = Grey 5 555 Fades
- " " 14 = Dark blue 007 Fades
- " " 15 = White 777 Fades
-
- Colour index 0 is transparent and could be any colour since it will not
- be displayed in the final creature image. When designing a creature it
- is probably advisable to surround the image with a rectangle of another
- colour rather than black so that the creature image can be seen easily.
- Make sure, however, that the colour chosen does not exist in the image
- itself. The examples on disk illustrate the technique where cyan is
- usually used for the background colour although almost any other could
- be used.
-
- During the game, when the light from the lamp fades, most of colours in
- the palette will dim to give the effect of darkness. The colours that
- fade are shown in the table above. Note that colour index 4 does not
- fade (since this colour is used for the cursor and other screen icons)
- and so it is not advisable to use this colour in a creature image
- (unless you want your creature to glow in the dark). The three digit
- code against each colour is the palette code at full brightness.
-
- Colour index codes 9 and 10 are slightly different because these values
- will change depending on the creature being displayed. The other 14
- colours will remain the same regardless of the creature being displayed.
- If the colours used in a creature image consist entirely of these 14
- colours, the creature may be used anywhere in the dungeon. However, to
- get a wider range of colours for the creature images, colours 9 and 10
- can be changed to the values shown in the table below. A creature image
- can then use these colours, as well as the other 14. In the game itself
- the colour palette will be changed when the player moves to a different
- level, the palette used will depend on which creatures are present on
- that level. For example, the 'dragon' image uses extra red colours while
- the 'flying snake' uses extra green colours which means that these two
- creatures cannot exist on the same level. Creatures that do not use
- index colours 9 and 10 at all (such as the 'stone golems') can,
-
- therefore, be used on any level regardless of the palette in use for
- that level. The six alternative palette colour codes are :-
-
- Palette No Index 9 Index 10
-
- 1 Gold 750 Pink 643
- 2 Red 1 400 Red 2 300
- 3 Yellow 1 650 Yellow 2 430
- 4 Blue 1 005 Blue 2 004
- 5 Purple 1 505 Purple 2 404
- 6 Green 1 040 Green 2 030
- 7 Brown 1 320 Brown 2 430
-
- For example, to design a creature which requires several shades of blue
- (such as the 'blue ogres'), colour index 9 would be set to 005 and
- colour index 10 set to 004 with all the other colours set to the values
- shown in the first table. The image files on the supplied disk use the
- various palette codes shown in this table. A tip on designing a
- creature: don't use too much black in the image, the shadows behind the
- creatures give an illusion of depth (see the 'skeleton' images) and
- shadows are difficult to create if the creature itself is predominantly
- black.
-
-
- 5. IMAGE FILES
- ==============
- The image files on the supplied disk are a few of the creatures images
- captured from the Dungeon Master game and can be used as a starting
- point for new creatures (it is easier to modify an existing image than
- to create a new one from scratch) and they also provide some indication
- of the scale of one image to another. Note, however, that these images
- are not complete as some views of some creatures have still to be found.
-
- The PICTURE1.PC1 to PICTURE4.PC1 files are images of the dungeon and can
- be used to see what a creature looks like in the dungeon. Be sure to
- take a back-up copy of all the files before designing any new ones or
- modifying existing ones.
-
- Any picture files returned should be in Degas PC1 format, if possible.
-
-
- 6. GAME ENDING
- ==============
- One part of the game that has not yet been finalised is the method of
- ending. In Dungeon Master the game ended when the Wizard was killed
- while in Chaos Strikes Back the object of the game was to throw four
- pieces of Corbamite down a pit. With the Dungeon Master Construction Kit
- it would be better if the designer could somehow choose a new game
- objective and also define the type of ending, perhaps a message or image
- (supplied by the designer) could be displayed on screen when the games
- objective has been achieved. Any ideas on this subject would be welcome.
-
-
- 7. DISK FILES
- =============
- A list of files on the disk is shown below with the palette idents :-
-
- --Filename-- Palette No
-
- BEHOLDER.PC1 3
- DRAGON1.PC1 2
- DRAGON2.PC1 2
- GHOSTS.PC1 -
- GOLEM.PC1 -
- KNIGHT.PC1 -
- MUMMY.PC1 -
- OGRE.PC1 4
- PLANT.PC1 6
- RAT.PC1 7
- SCORPIO1.PC1 3
- SCORPIO2.PC1 3
- SKELETON.PC1 -
- SNAKE.PC1 6
- SPIDER1.PC1 1
- SPIDER2.PC1 1
- WASP.PC1 1
- WIZARD.PC1 -
- WORM.PC1 5
-
- PICTURE1.PC1 Dungeon image
- PICTURE2.PC1 " "
- PICTURE3.PC1 " "
- PICTURE4.PC1 " "
-
- The creature image files that have no palette number do not use colour
- indexes 9 and 10 and can, therefore, be used with any palette.
-
- Note. Supplying a new creature image does not guarantee its inclusion in
- the game. Anyone supplying an image which is used in the final game
- will, of course, get a free copy of the program when it is finished so
- don't forget to supply your name and address with the disk.
-
-
- Please send any new creature images to :-
-
- Peter Hibbs
- 63 Woolsbridge Road
- Ringwood
- Hampshire
- BH24 2LX
-