home *** CD-ROM | disk | FTP | other *** search
Text File | 1991-04-07 | 55.9 KB | 1,560 lines |
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- D C - W O R L D
-
-
-
- WORLD BUILDER'S USER'S GUIDE
-
-
-
- Version 1.30 - Apr 1991
-
-
-
-
-
-
-
-
-
-
- copyright (c) 1989 - 1991
-
-
-
-
-
- DC Software
- 6705 Laramie Dr.
- Plano, Texas 75023
-
-
-
-
-
-
-
- T A B L E O F C O N T E N T S
-
-
-
- 1.0 Introduction . . . . . . . . . . . . . . . . . . . . . 1
- 1.1 General Information . . . . . . . . . . . . . . . . 1
- 1.2 Hardware Requirements . . . . . . . . . . . . . . . 1
- 2.0 The Graphics System . . . . . . . . . . . . . . . . . 2
- 3.0 Creating an Adventure Game . . . . . . . . . . . . . . 3
- 3.1 Setting things up . . . . . . . . . . . . . . . . . 3
- 3.2 Before you start . . . . . . . . . . . . . . . . . . 3
- 3.3 Getting Started . . . . . . . . . . . . . . . . . . 5
- 3.4 The DCWORLD screen . . . . . . . . . . . . . . . . . 5
- 3.5 The Data Screens . . . . . . . . . . . . . . . . . . 6
- 3.6 The FIRST world . . . . . . . . . . . . . . . . . . 6
- World's TYPE . . . . . . . . . . . . . . . . . . . . . 6
- World's NAME . . . . . . . . . . . . . . . . . . . . . 8
- World's SIZE . . . . . . . . . . . . . . . . . . . . . 8
- World's LEVEL . . . . . . . . . . . . . . . . . . . . . 8
- World's EDGE DOOR . . . . . . . . . . . . . . . . . . . 8
- 3.7 Landscaping . . . . . . . . . . . . . . . . . . . . 8
- 3.8 Doors to other worlds . . . . . . . . . . . . . . . 9
- 3.9 Furnishing a world.. . . . . . . . . . . . . . . . 10
- 3.10 Testing your game . . . . . . . . . . . . . . . . 10
- 3.11 Types of Magic . . . . . . . . . . . . . . . . . 10
- 3.12 Creating objects . . . . . . . . . . . . . . . . 11
- 3.13 Creating Characters . . . . . . . . . . . . . . . 15
- Character Types . . . . . . . . . . . . . . . . . . . 15
- Character Classes . . . . . . . . . . . . . . . . . . 16
- Character Statistics . . . . . . . . . . . . . . . . 20
-
- A P P E N D I X
-
- Landscape Blocks . . . . . . . . . . . . . . . . . . . . . 1
- Object Blocks . . . . . . . . . . . . . . . . . . . . . . . 2
- Character Blocks . . . . . . . . . . . . . . . . . . . . . 3
- Character Classes . . . . . . . . . . . . . . . . . . . . . 4
- Adventure's Introductory Text . . . . . . . . . . . . . . . 5
-
-
-
- 1.0 Introduction
-
-
-
-
- 1.1 General Information
-
- The DC Software Graphics Adventure Game Builder is a tool that
- will allow you to create graphics adventure games with a minimum
- effort and time.
-
- You can create scenarios (worlds, cities, castles, dungeons,
- etc), and populate them with monsters, merchants, and all kinds
- of beings as well as a wide variety of objects like weapons,
- armor, shields, amulets, potions, treasures, vehicles, etc.
-
- Each adventure can consist of up to 1000 settings, each of them
- having over up to 500 objects and monsters.
-
- The adventures created can be run on any graphics device
- available, be it CGA, EGA, VGA or even TANDY color graphics.
- The ShareWare version comes with CGA support only, but the
- registered version will automatically run at the highest
- resolution and use the maximum number of colors available for
- some impressive graphics.
-
- This is the only graphics adventure game builder available to
- the public, either commercially or under the ShareWare or Public
- Domain distribution systems (as far as I know).
-
-
-
- 1.2 Hardware Requirements
-
- The system will run on any IBM-PC compatible computer with 384K
- or more of memory. A very large world, with a large number of
- objects and running on high resolution VGA may require 512K or
- even 640K, but I have yet to run into this problem.
-
- While it's easy to run the system from a diskette, a hard disk
- is recommended. Speed is never a problem. The program will
- perform quite well on an old 4.77MHz PC.
-
-
-
-
- 2.0 The Graphics System
-
- The adventures created with this system will take from 100KB
- to 200KB of disk space and can easily fit in a 360KB diskette.
- The graphics files, however, take up a lot more space. The
- ShareWare version of the system comes with support for CGA low
- resolution only, and takes up very little additional space, but
- some of the higher resolutions that come with the registered
- version will require a hard disk or high capacity diskette
- drive.
-
- ----------------- GRAPHICS HARDWARE SUPPORT ----------------
- Resolution Description Colors Code Disk Space
- ---------- ---------------------- ------ ---- -----------
- 320 x 200 CGA low resolution 4 -CLO + 80KB
- 640 x 200 CGA high resolution 2 -CHI + 165KB
- 320 x 200 MCGA low resolution 16 -MGA + 110KB
- 640 x 200 EGA low resolution 16 -ELO + 230KB
- 320 x 200 VGA low resolution 256 -VLO + 140KB
- 640 x 480 VGA high resolution 16 -VHI + 530KB
- 320 x 200 TANDY's low resolution 16 -TDY + 110KB
-
- You can run both DCWORLD and DCPLAY with under 384K of RAM free,
- leaving plenty of space for any TSR's or device drivers you need
- on your computer. There is only a 64K difference in the amount
- of memory required for a CGA low resolution system and the what
- is needed by VGA high resolution. Of course, if you create very
- large worlds, you may need a bit more memory.
-
- When running a program, you may specify the graphics resolution
- you want to use by typing in the graphics code from the table
- above. If you don't specify any resolution, the game will try
- for the resolution with the most number of colors and highest
- pixel resolution. If the graphics blocks for that resolution
- are not found, the program will print a message and stop.
-
- Example: DCWORLD -VLO
-
- The above example will run DCWORLD with VGA 320x200 256-color
- graphics.
-
-
-
-
-
-
-
-
-
-
-
-
-
- Page 2 DCWORLD - World and Adventure Builder
-
-
-
- 3.0 Creating an Adventure Game
-
-
-
-
- 3.1 Setting things up
-
- Every different adventure game will require it's own directory
- on your hard disk. (Or a separate diskette, if you don't have a
- hard disk).
-
- To create and change to a new directory, type:
-
- MD \newgame
- CD \newgame
-
- Copy the following files to the directory or diskette where you
- want to create the game:
-
- DCWORLD.EXE - The world builder.
- DCPLAY.EXE - The adventure game player.
- DCFONTS.7x5 - Contains the graphics font.
- DCBLOCKS.xxx - Graphics Landscaping Blocks.
- DCOBJECT.xxx Graphics Objects and Characters.
-
- Copy only the DCBLOCKS and DCOBJECT files for the graphics
- resolution that you want to use to develop the adventure. The
- xxx in the name is the same as the CODE in the table on the
- previous section.
-
- NOTE: If you have the ShareWare distribution archive DCGAMES.ZIP,
- you can extract the needed files using PKUNZIP(tm) from PKWare.
- The DCWORLD.EXE program is contained in BUILDER.ZIP (inside the
- DCGAMES.ZIP), and DCPLAY.EXE is in PLAYER.ZIP. The GRAPHICS.ZIP
- archive co contains the CGA Low Resolution graphics blocks and the
- EXAMPLE.ZIP file contains an example adventure game.
-
-
-
-
- 3.2 Before you start
-
- Before you start, write down (or just think about) the purpose
- of the game you want to create. It might be to defeat a
- villain, rescue some princess, maybe find some object. Or how
- about all of the above?
-
- Whatever the main goal of the adventure, you will have the
- opportunity to build smaller "mini-adventures" into the larger
- game. Dungeons to be explored, quests to be solved, foes to
- be defeated. Their main purpose will be to give the adventurer
- something interesting to do while gaining experience, gathering
-
- DCWORLD - World and Adventure Builder Page 3
-
-
-
- a team, collecting information and tools needed to reach the
- main goal.
-
- I strongly recommend that you try playing the example adventure
- game that comes with the system. It's a very small adventure,
- but it will show most of the available features. Then it will
- be easier for you to create your own, because you will know what
- the end product will look like (more or less).
-
- You should try to have the following ready before you start:
-
- o A rough (very rough) sketch of the main world map. Mark all
- main locations, like castles, cities, dungeons, etc. You'll
- be refining this sketch as you go.
-
- o A rough idea about the purpose of the game. You should
- have some basic story line. Don't get bogged down. You
- don't have to have the whole story down pat before you start
- building the adventure. Go ahead and "design as you go..".
-
- o A printed copy of the documentation. This is an absolute
- requirement. You won't get very far with out it. If you
- register your copy, you will get a printed copy of the
- documentation.
-
- o The most complicated part is keeping track of the names. Did
- I call that place "Joe's Pub" or was it "Joe's Cafe"? A good
- pencil and paper are indispensable tools.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Page 4 DCWORLD - World and Adventure Builder
-
-
-
- 3.3 Getting Started
-
- To begin creating the adventure, type:
-
- DCWORLD [-mode] <enter>
-
- The 'mode' is one of CLO, CHI, TDY, ELO, EHI, VLO or VHI. Note
- that the ShareWare version of the software only supports the CLO
- (CGA low resolution) graphics mode.
-
-
-
- 3.4 The DCWORLD screen
-
- The screen should look like this:
-
- +----------------------------------------+------+
- ! Current Landscape Block ! -- !
- ! ----------------------->! |xx| !
- ! ! -- !
- ! ! !
- ! A VIEW of the world you are building ! !
- ! ! !
- ! -- ! !
- ! | |<-- Graphics Cursor ! !
- ! -- ! !
- ! ! !
- +----------------------------------------+------+
- ! !
- ! The TEXT area. !
- ! !
- +-----------------------------------------------+
-
- The world VIEW area shows a 24 blocks wide by 11 blocks high
- "window" into the world. The window in the playing program is
- 18 by 11, so that is the smallest world size, but you can make
- them as big as your memory will allow.
-
- NOTE: Changing the size of a world will destroy it's contents,
- so make sure you make it big enough the first time!.
-
- The Current Landscape Block is the graphics block that would be
- inserted at the current Graphics Cursor position. Pressing "+"
- and "-" will change the current landscape block. A complete
- list of all graphics blocks and their density can be found in
- the appendix.
-
- The TEXT area shows the current's world size, name and index
- number. Worlds are numbered 0 through 999, with world 0 being
- the world where you start your adventure. It also shows the
- list of valid commands.
-
-
- DCWORLD - World and Adventure Builder Page 5
-
-
-
- 3.5 The Data Screens
-
- Some of the commands will clear the graphics screen and allow
- you to enter data on a text window. After you finish entering
- the data, the graphics screen will be restored.
-
- As a general rule, you can use the arrow keys to move from one
- field to another in a text window. Use the "+" and "-" keys to
- increase or decrease any number, or to select from a fixed set
- of choices. When you are asked for a NAME, you can type up to
- 15 characters.
-
-
-
- 3.6 The FIRST world
-
- Worlds are numbered from 0 to 999. The first world (# 0) is
- where the adventure begins, and should be either the OUTDOORS
- (planet surface) or the home of the adventurer. For this
- example, it will be the OUTDOORS. This type of world should
- normally be quite large (at least 100 by 60), most of it being
- water (oceans) with at least one large continent and lot's of
- islands.
-
- When you first run DCWORLD, it will create the first world with
- a size of 18 by 11 and fill it with grass. The first thing to
- do is to change the world's size and give it a name!
-
- Press F2 to modify the world's Name, Type, Size, etc. When
- you are finished, press F10 to return to the world's graphics
- view. Note that the screen used to modify a world's general
- information also shows all currently defined doors for that
- world. A world can have up to 16 doors to other worlds.
-
- The following items can be specified for each world:
-
-
- World's TYPE
-
- The type of the world affects how the game is played. The
- following types of worlds can be created:
-
-
- o OUTDOORS
-
- This is a true WORLD. If you travel long enough in
- any direction, you will return to your original point of
- departure. World # 0 is normally the only OUTDOORS world.
-
- Random monsters appear in the wilds and while traveling in
- the ocean.
-
-
- Page 6 DCWORLD - World and Adventure Builder
-
-
-
- o BIG CITY and/or SMALL TOWN
-
- Walking to the edge of this world will take you OUT of it
- through the EDGE door. This is normally the door that you
- entered from. See the discussion of EDGE door below.
-
- No random monsters appear inside a city or town. Right now
- there is no difference between a SMALL TOWN and a BIG CITY.
- In the future, there might be some.
-
- Also, taking money found in cities and towns will eventually
- (i.e. in a future release) put the local police on your tail.
-
- o DUNGEON
-
- This is an underground cavern. Random monsters are
- different. Lot's of skeletons, rats, snakes and some dragons
- too. If you reach the edge of the dungeon, you will "wrap"
- in the same way that you do OUTSIDE. To prevent this
- from happening, make sure the EDGE of the dungeon is not
- reachable!
-
- Of course, you may WANT the wrap around effect, but it's up
- to you.
-
- o HIDEOUT
-
- Currently no different than a CITY or TOWN. However, it may
- later have special features that distinguish it from a normal
- place.
-
- This is a good place to put "specialty" stores. No random
- monsters will appear. Walking of the edge is the same as for
- CITIES and TOWNS.
-
- o HOUSES and CASTLES
-
- No random monsters will appear in a HOUSE or CASTLE. Walking
- of the edge is the same as for CITIES, TOWNS and HIDEOUTS.
- There are no other special features.
-
- In houses and castles you are allowed to take anything that's
- loose. To prevent an object from being taken, make it very
- heavy and the player will be unable to carry it!
-
- o ARENA
-
- A special kind of world. Every time you enter, you will
- encounter a monster. This is a good place to get experience.
- The monsters do not have any treasure because they are
- previously "caught" and brought to the arena.
-
-
- DCWORLD - World and Adventure Builder Page 7
-
-
-
- o END GAME
-
- When a character enters this world, he/she has won the game!
-
-
- World's NAME
-
- You can type a name (up to 15 characters, including spaces) for
- every world. The message "Welcome to xxx" is displayed every
- time you enter a world.
-
-
- World's SIZE
-
- You can use the +/- key to change the horizontal and vertical (X
- and Y) size of the world. A large world is about 100 squares on
- wide and about 60 squares high. The smallest world allowable is
- 18 by 11 which is the size of the player's VIEW window.
-
-
- World's LEVEL
-
- The world's level is the level that the party leader (the
- player) must have before being is allowed to enter a world. You
- may want to restrict access to a world until an adventurer has
- gained enough experience to be able to survive it.
-
- When the adventurer's level is lower that the required one, a
- message is printed saying something like "You'd better not...
- It looks dangerous.."
-
-
- World's EDGE DOOR
-
- The EDGE DOOR is a door to be taken when you "walk of the edge"
- of a world. It is meaningless in an OUTDOORS type of world,
- because you "wrap" around the edge of the world. For other
- worlds, like CITIES, etc, walking of the edge should return you
- to the world you came from (the OUTDOORS for example).
-
-
-
- 3.7 Landscaping
-
- The single graphics block on the upper, right corner of the
- graphics screen shows the current landscaping block. Press the
- + and - keys to scroll through all landscape blocks.
-
- For the OUTDOORS world, press the + key until you are looking at
- the WATER graphics block. Then press the F9 key to "flood" the
- world with water.
-
-
- Page 8 DCWORLD - World and Adventure Builder
-
-
-
- Now press the - key until you get to the "grass" block.
-
- You may use the arrow keys to move around, pressing INSert to
- add a grassy block to the new world. You can create islands and
- continents. Pressing the SPACE key will set a DRAW mode, where
- moving will automatically insert the current graphics block.
- Pressing SPACE again set's the mode to MOVE, which means you can
- move the cursor without changing the graphics screen.
-
- Practice a bit by creating a world with some islands, trees,
- shrubs, and some castles, houses and villages here and there.
-
-
-
- 3.8 Doors to other worlds
-
- A world may have up to 16 doors leading to other worlds (or to
- other places in the same world). Doors are numbered 0 through
- 15 and are usually placed (opened) right over the graphics of
- a city, town, castle, cave entrance, or a ladder or other item
- that looks like it might lead to a different setting.
-
- Move the cursor over to the place where the adventure begins.
- This is usually right over a castle, house or village. At this
- point, press O to open a door. The program will ask you for
- some information. You should open door 0, leading to door 0 in
- world 1.
-
- What this means, is that if the adventurer moves over to this
- spot, and presses E (for ENTER), he will enter world 1 through
- door 0 in that world (wherever that door happens to be on world
- 1). Remember that when the adventure starts for the first time,
- the adventurer will be positioned at door 0 in world 0.
-
- Since we created a door to another world, let's create that
- other world.. Place the cursor over the door and press E (for
- ENTER).
-
- You are now looking at world 1. Again, it starts out as a
- small world, but can be changed to any size. This particular
- world is the adventurer's home (in this example). You may leave
- the world at it's minimum size, and just create some walls,
- furniture and miscellaneous objects. Then move the cursor over
- by a spot just outside the house's door, and create door 0 at
- that spot. Press O, to open door 0, to door 0 in world 0 (where
- we just came from). Now press E to enter the door, and you
- should be transferred to the original world at the spot where
- the other door was opened.
-
- Remember that each world can have up to 16 doors, and each door
- lead go to any world (including the same one you are in), and
- any door in that world.
-
- DCWORLD - World and Adventure Builder Page 9
-
-
-
- If for some reason you want the adventure to start with the
- player at some spot where there is no 'world' to go to, just
- open door 0, to door 0 in world 0. Entering this door will lead
- back to the same place!
-
- WARNING: If the destination door is not defined in the
- destination world, the adventurer will be transferred to the
- UPPER/LEFT corner (coordinates 0,0) in the destination world.
-
-
-
- 3.9 Furnishing a world..
-
- Furniture, walls, windows and other items are provided as part
- of the general landscaping graphics blocks. They are used to
- create cities, houses, bars, etc. Look at the sample adventure
- for some ideas.
-
-
-
- 3.10 Testing your game
-
- At any time you may want to run the player program (DCPLAY.EXE)
- to test what you have created so far. The original files are
- never modified by the game player, so there is no risk involved,
- nor do you have to make a separate copy of the game to test
- with.
-
- At any time, if you want to remove the playing copy (or copies)
- of the game, just delete files SAV*.* in the game's directory,
- AS WELL AS THE FILE PARTY.DTA!!! (This file contains the chara-
- cter you created when you started to play).
-
-
-
- 3.11 Types of Magic
-
- There are two types of magic. Type 1 is a "personal" kind
- of magic. It has an immediate effect on the user. Effects
- are CURE, HEAL, POISON, RESTORE, Increase STRENGTH, DEXTERITY,
- SPEED, AIM, Armor Class, Hit Points, IQ or POWER.
-
- The increase in attributes may be temporary (will last until the
- next time the player sleeps or camp's out). The effect can also
- be permanent.
-
- Type 2 magic has an "external" effect. Known effects are
- DUPLICATE OBJECT, EXIT FROM UNDERGROUND CAVERNS, RESURRECT,
- EAVESDROP, LOCATE DOORS, KILL MONSTER, CONFUSE MONSTER, SCARE
- MONSTER, DAMAGE MONSTER, PARALYZE MONSTER, RECHARGE MAGICAL ITEM,
- FLOAT OBJECT, ANALYZE OBJECT and VIEW. Some spells can only be
- cast during battles (and viceversa)
-
- Page 10 DCWORLD - World and Adventure Builder
-
-
-
-
-
-
- 3.12 Creating objects
-
- There are many types of objects, and each of them has unique
- attributes and characteristics that differentiates it from other
- objects of the same type.
-
- All objects have a NAME (up to 15 characters), a VALUE (what
- you would BUY it for), a WEIGHT (character's have a limit to the
- weight they can carry), and a TYPE (for example, some items may
- have a magical effect, and the TYPE would be the type of effect
- they have!).
-
- Please note that the VALUE field is specified in SILVER PIECES,
- and that 10 silver pieces (sp) make 1 gold piece (gp). Thus, if
- something is worth 3 gold pieces, then it should have a value of
- 30 sp.
-
- The following weights have special meaning:
-
- Weight Message printed when the player tries to get it.
- ------ -------------------------------------------------
- 999 The <object> is much to heavy.
- 998 The <object> can't be moved.
- 997 Why would you want to take the <object> with you?
-
- In addition to the above, an object can have special attributes.
- For example, a WEAPON has 'Number of Hands Needed', 'Range',
- 'Damage' and 'Ammunition'.
-
- Objects are differentiated by the combined effect of their
- attributes. The following two objects are both weapons, but
- very different:
-
- Field Object 1 Object 2
- ------------- ------------------ -------------------
- Name: Knife Laser Gun
- Weight: 1 lb. 2 lb.
- Value: 1 silver pieces. 2000 gold pieces.
- Type: EDGED MISSILE
- Hands Needed: 1 1
- Range: 1 square 15 squares
- Damage: 1 HP. 30 HP.
- Ammunition: n/a (Ruby PAK).
-
- The following are the graphic blocks available to represent
- the different objects, and their special characteristics. When
- creating an object, you can always press the F2 key to get a
- list of pre-defined objects. You can use the predefined object,
-
-
- DCWORLD - World and Adventure Builder Page 11
-
-
-
- or modify it to fit your special needs. In any case, it's
- usually a good way to start.
-
- o FOOD
-
- A single unit of food will last for 255 steps. Some food can
- have a special effect (type 1 magic). You specify the # of
- Units affected, as well as whether the effect is temporary or
- permanent.
-
- o WEAPONS
-
- Weapons can be BLUNT, EDGED, MISSILE or MAGICAL. You specify
- the number of hands needed (1 or 2), the range (in squares),
- the damage done (in HP units) and the type of ammunition
- needed (if any).
-
- See the player's guide for restrictions on the type of
- weapons that can be used by the different character classes.
-
- o AMMUNITION
-
- A weapon may need some kind of ammunition. The Ammo Code
- for the weapon should match the Ammo Type. The count is the
- number of rounds available. The ammunition may have poison,
- or do extra damage above the normal damage caused by the
- weapon. For example, poison arrows, or explosive bullets, as
- opposed to normal arrows or bullets.
-
- o ARMOR
-
- Armor can increase a character's "Armor Class". The higher
- this number, the better protected you will be against hits.
- Some characters can't use armor, while others have a limit on
- the weight of the armor they can use.
-
- See the player's guide for restrictions on the type of armor
- that can be used by the different character classes.
-
- o SHIELDS
-
- A shield works just like armor, but it requires a free hand.
- Some characters can't use shields at all.
-
- See the player's guide for restrictions on the type of
- shields that can be used by the different character classes.
-
- o AMULETS and RINGS
-
- Magical amulets and rings can be worn by anyone. They have
- a limited number of charges (uses), and their effect (Type 1
- Magic), which can be temporary or permanent.
-
- Page 12 DCWORLD - World and Adventure Builder
-
-
-
-
- o POTIONS
-
- Magical potions can have type 1 magical effects. They can be
- used only once, and may have temporary or permanent effect.
-
- o SCROLLS
-
- Magical scrolls can be invoked only once. They have type 2
- magical effects.
-
- o STAFFS
-
- A magical staff requires a free hand to wield, but can cast a
- type 2 spell. They have a limited number of charges.
-
- o CHESTS
-
- A chest can contain gold (it's value). If the value is 0,
- then the chest will contain a random number of gold pieces
- that is related to the player's current hit points. Chests
- can be locked, and the locks can be trapped. The traps can
- be poison or bombs.
-
- If Lock Code of a chest is non-zero, then the chest is
- locked, and must be opened using a key with a matching
- Key Code. The lock can also be broken, but you run the risk
- of setting off a trap (if any).
-
- o KEYS
-
- A key can open a locked chest or door. The Key Code should
- match the Lock Code in the chest. Doors always use a
- Key Code of 0.
-
- o GEMS
-
- A Gem can be invoked for type 1 magical effect. It's effect
- may be temporary or permanent. A gem has a limited number of
- charges (uses).
-
- o BOOKS
-
- A book has a block of text (up to 16 lines) associated with it.
- The text is displayed when a character "looks" at the book.
-
- o GOLD SACKS
-
- A gold sack will contain an amount of gold.
-
- o TORCHES and LANTERNS
-
-
- DCWORLD - World and Adventure Builder Page 13
-
-
-
- Torches and Lanterns are meant to be used in dark places.
- Since light and darkness is not currently implemented, there
- is no real need for torches and lanterns. In the future,
- there will be, so plan to make these available (say by a
- local merchant in some small town).
-
- o ROPE and HOOKS
-
- Needed for climbing. (Not currently implemented)
-
- o MIRRORS
-
- The graphics block for this item is 'kinda-cute', but I have
- yet to find a use for it. Suggestions are welcome.
-
- o SIGNS
-
- Signs have a block of text associated with them (16 lines). A
- sign can hang from a wall or stand on the floor. The text is
- displayed when the player looks at it.
-
- o VEHICLES
-
- Some vehicles allow you to travel faster and easier. Horses,
- Camels and Cars allow you to ride over small rivers with no
- problem. Skiffs and Rafts will help in rivers and low water.
- Sea worthy ships are available, as well as flying carpets and
- air planes.
-
- There are vehicle graphics for SPACE SHUTTLES, SPACE SHIPS
- and UFO but they are not currently in use.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Page 14 DCWORLD - World and Adventure Builder
-
-
-
-
-
-
- 3.13 Creating Characters
-
- You can populate your worlds with all kinds of characters. Each
- character created has it's own unique characteristics, which
- vary depending on the character's type, class and statistics.
-
- To create a character, you press 'C'.
-
-
- Character Types
-
- When you define a character, you get to choose the TYPE of
- character. This identifies the graphics block that represents
- the character during play.
-
- Character Types are roughly grouped into three sets, but you
- should note that the TYPE defines only the graphics block used
- to represent the character in the game. The CLASS (covered
- later) defines how the character reacts and interacts with the
- player. Thus, you can have a Troll be the local bartender
- instead of a monster. Just remember that anything you do should
- make sense to the players, or they will quickly loose interest
- in the game.
-
- o Main character types
-
- Human, Elf, Dwarf, Wizard, Archer, Fighter.
-
- The adventurer can choose to be one of these. These graphic
- blocks all carry weapons, and are intended (but not forced)
- to be adventurers, guards, etc.
-
- o Civilians
-
- Civilian, Lord, King, Thief, Lady, Queen, Farmer, little
- girl, little boy, doctor, musician, beggar.
-
- These character graphic blocks are intended to populate the
- scenarios. It doesn't make sense to have a beggar be an
- adventurer and join your party.
-
- Again, no restrictions are placed on the adventure builder.
-
- o Monsters
-
- Orcs, Goblins, Trolls, Skeletons, Gouls, Zombies, Giants,
- Golems, Fire Dragon, Ice Dragon, Deamons, Spiders, Snakes,
- Rats, Small Bats, Giant Bats, Lizard Men, Lizard Men,
- Ghosts, Evil Heads, Fire Element, Ice Element, Earth Element,
-
- DCWORLD - World and Adventure Builder Page 15
-
-
-
- Darkness, Swamp worm, Sea Serpents, Hydra, Man o'War, Water
- Sprites, Water Dragon, Water Element, Electric Storm,
- Pirate's Ship.
-
- These character graphic blocks are intended for monsters. In
- some cases, you may want to use them for something else.
- For instance, the sample adventure game that comes with this
- system has a SNAKE that is a 'civilian' type. This snake
- will give you a clue if you ask the right question. The
- guards to the bad guy's castle are DEAMONS.
-
- If you want to get real fancy, (for example), you might
- have a ghost town, where all regular civilians are skeletons,
- gouls, zombies or ghosts.
-
-
- Character Classes
-
- While a character's TYPE defines how it looks, it's CLASS
- defines how it reacts and interacts with the player.
-
- Character classes are Adventurer, Civilian, Monster, Merchant,
- Healer, Teller, Quester, Trainer, Beggar, Guard, Off-Duty Guard
- and Prisoner.
-
- o Civilian
-
- Civilians have a block of text, where the first 8 characters
- in each line are a "keyword". During conversation, when the
- player "mentions" the keyword, the civilian will respond with
- the text on the rest of the line. You can "lead" the player
- in a conversation by bringing up new "keywords" in your reply
- lines.
-
- Each civilian will also respond to the topic NAME by giving
- it's actual name.
-
- There are 3 predefined greetings and 3 predefined defaults.
- One will be selected randomly when needed.
-
- IF the FIRST line has a topic of HELLO, then that line is the
- character's greeting (displayed when you first start talking.
- It's a good opportunity to give the initial clue to lead the
- conversation into any direction you want.
-
- IF the SECOND line has a topic of DEFAULT, then rest of it is
- added to the three predefined 'remarks' used when the player
- mentions a topic that the character knows nothing about.
-
- Example:
-
- "Hello Greetings, stranger. Are you here for the festival?"
-
- Page 16 DCWORLD - World and Adventure Builder
-
-
-
- "FestivalIt's been cancelled.. Because of the King.. "
- "King Well, we can't celebrate with the King missing! "
- "Missing Ask the Mayor.. He's in Joe's Pub.. "
-
- o Adventurer
-
- An adventurer is very similar to a civilian, except that it
- will join the players party if asked to. If the adventurer
- is over 3 levels higher than the player's character, it will
- refuse to join the party until they gain more experience. By
- the same token, if the main player is over 6 levels higher
- than the character, it will decline to join.
-
- The adventurer's GOLD and FOOD gets added to the group when
- it joins, but the adventurer will take it's share of the
- party's gold when it leaves the party.
-
- There is a limit of 6 characters in a party. When a
- character leaves the party, it's current statistics get saved
- (in case it joins again). The system can save up to 16
- different characters (besides the ones in the party).
-
- o Monster
-
- A MONSTER class character will attack upon sight. Monsters
- never surrender and always fight to the dead. In dungeons
- and outdoors, random monsters are generated to loosely match
- the size and experience of the party.
-
- Note that a monster's TYPE doesn't have to be one of the
- monster types above. An ELF TYPE can represent a monster,
- the same way an ORC could be an adventurer and join the
- party.
-
- The $$$$ amount is the amount of gold carried by the
- monster's leader.
-
- The COUNT is the number of monsters in the encounter. You
- can specify a different character TYPE for the followers.
- Each follower will carry about 1/2 the GOLD that the leader
- carries, and will have about 1/2 the statistics.
-
- o Merchant
-
- A merchant buys and sells items. Used items are bought at
- 1/2 price.
-
- Their inventory is in their backpack. (see the section
- on character statistics), and they never run out of any
- particular item.
-
- o Bartender
-
- DCWORLD - World and Adventure Builder Page 17
-
-
-
- A bartender will sell beer. If a player drinks two beers,
- and then tips the bartender, it will get one HINT (selected
- at random out of the global pool of hints). If a player
- drinks more than two beers, it becomes drunk, and may even
- get intoxicated, requiring the attentions of a Healer.
-
- The $$$$ amount indicates the cost of 1 beer. A normal tip
- is about 10 percent of the cost of 1 beer.
-
- o Healer
-
- A healer will (for a price) cure poisoning, heal wounds,
- resurrect the dead and remove cursed items.
-
- The $$$$ amount indicates the approximate charge for it's
- services. The actual prices are random.
-
- o Teller
-
- A teller will (for a $$$$ amount) print it's related TEXT.
- No keywords are needed, for no conversation takes place. If
- the player pays the teller's fee, the exact contents of it's
- four text lines are printed. Empty lines are not printed.
-
- o Quester
-
- A quester will ask the player to find and bring an item or
- person. The names of the items or persons to be found are
- the names of the items in the quester's backpack. The value
- of each item in the backpack is the reward to be given to the
- party when the item or person is delivered.
-
- When a person is supposed to be the object of a quest,
- it should be able to JOIN the party when found. When the
- quest is finished, the person will automatically leave the
- party and become a simple civilian (see the Needs Rescue or
- Prisoner below).
-
- The four lines of text have special meaning for a quester.
-
- Line 1 is the "greeting" asking "do you want a quest?".
-
- Line 2 is the quest line. Place the characters '%s'
- somewhere in the line to display the name of the item that is
- being requested. You may also display the amount the quester
- will pay for the item. Place the characters '%ld' somewhere
- AFTER the '%s' in the line.
-
- Line 3 is the "Well done" line. It get's displayed when the
- player brings the item or person requested to the quester.
- Place the characters '%ld' somewhere in the line to display
- the amount of GOLD being paid for the item (i.e. the reward).
-
- Page 18 DCWORLD - World and Adventure Builder
-
-
-
- Line 4 is the "Sorry, I have no more quests" message.
-
- The following is the "standard" questor's text:
-
- "Are you in need of a quest? "
- "Bring me a %s. I'll pay %ld in gold.. "
- "Excellent.. Here is $%ld for your troubles.."
- "Sorry. I have no more quests for you. "
-
- o Beggar
-
- A beggar is a special character type. It will ask for some
- money. If you give it some, it might give you a clue.
- If you don't, it will try to steal some. Line 1 is the
- "greeting", and lines 2 through 16 are the possible comments
- that the beggar may make if given a tip. Only one of these
- lines would be printed.
-
- Example:
-
- "Can you spare some change for a hungry person? "
- "The Lords of the court might have quests for you! "
- "I really appreciate it. May your quest be successful."
- "Ah.. I shall remember your generosity.. Thank you! "
-
- o Trainer
-
- A trainer can increase a player's Strength, Dexterity, Aim or
- I.Q.
-
- This is an EXPENSIVE way of increasing one's attributes. The
- normal way is to adventure and gain experience. This may be
- needed to correct an imbalance in a character's statistics.
- The $$$$ amount is an approximate amount to be charged. Cost
- varies from time to time, as well as type of training.
-
- o Guard
-
- A player can not walk past a Guard. Talking to the guard,
- a player can either leave, fight (very dangerous), attempt
- to bribe the guard, or give a password that the guard will
- accept and let the player through.
-
- The $$$$ amount is the amount of gold that the guard will
- take as a bribe. A zero amount indicates that the guard
- cannot be bribed.
-
- Line 1 is the greeting, line 2 is printed when you decide to
- leave, line 3 is printed when the guard accepts a bribe, and
- line 4 contains the password (first eight characters) and the
- text to be printed if the right password is given (rest of
- the line).
-
- DCWORLD - World and Adventure Builder Page 19
-
-
-
- The following is the default text for a guard.
-
- "Halt! State your business or leave immediately! "
- "And don't come back! "
- "I guess we can arrange something.. "
- "Secret You may pass.. "
-
- o Guard(off duty)
-
- An off-duty guard will ignore the player. Any guard
- accepting a bribe or being given the right password will
- immediately go 'off-duty', and ignore the player.
-
- o Needs Rescue (or prisoner)
-
- A prisoner is a special kind of civilian. It will join you
- when asked, regardless of your current experience level. (An
- adventurer won't join you if there is a very large difference
- in experience between itself and the player's group.
-
- Another difference is that when the player leaves the group,
- it's type changes to 'Civilian' and the TEXT block is
- incremented by one, thus changing the conversation that could
- be had with this person.
-
- Thus, if the player's quest is to rescue someone, this person
- will be of type "Needs Rescue", with a block of text (Say #9)
- like:
-
- "Hello Am I glad to see you.. Will you help me? "
- "Default I need a weapon and help getting out of here!"
- "Help I'm a prisoner here.. We must escape.. "
- "Join Thanks.. My uncle will reward you.. "
-
- When the rescued person leaves the party (either through
- the Vacate command or by finishing a quest), it's type will
- change to civilian and the text block will be incremented to
- #10, which should contain something like:
-
- "Hello Hello! Did I thank you for rescuing me? "
- "Default It's sure good to be free.. You were saying.."
- "Join Sorry, I've had my fill of adventure.. "
- "Money Didn't my uncle give you a reward? Hmmm.. "
-
-
- Character Statistics
-
- Any individual character that you define, has a "statistics"
- record. The statistics record specifies the character's
- attributes (Level, Experience, Hit Points, Dexterity, etc) as
- well as the items being worn (armor, weapons, shields, rings,
- amulets, etc) and the items being carried (the backpack).
-
- Page 20 DCWORLD - World and Adventure Builder
-
-
-
- Many characters can share common statistics, or you can define
- a statistics record for a specific character. Many statistic
- records are predefined in the system.
-
- Statistics record 0 is the 'starting' statistics for the
- player's character. The default for this record is a Level 1
- player, carrying a Knife and 100 gold pieces.
-
- Statistics records 1 through 15 are used to store the characters
- that leave the player's party. They are inaccessible from
- the world builder. Records 16 through 32 are contain generic
- statistics that can be used to rapidly build up your population.
-
- You can add your own statistics records (from position 33 through
- 255). You would normally add a record for each unique individual
- that can join the party, for specialty merchants whose backpacks
- contain unique items to be purshased by the adventurers, and for
- questers, whose packs contain the item's or person's being quested.
-
- The following is a list of all predefined Statistics Records:
-
- Record Description
- ------ --------------------------------------------------
- 0 The INITIAL stats and items for the player.
- 1 (to 15) used to save players that leave the party.
- 16 An entry level person. Usually a civilian.
- 17 A mid-level fighter.
- 18 An experienced fighter.
- 19 A professional guard. Very tough.
- 20 A small monster.
- 21 A medium monster.
- 22 A big monster.
- 23 A Pirate's Ship (See NOTE below).
- 24 Merchant's Wares: Normal Weapons
- 25 Merchant's Wares: Magical Weapons
- 26 Merchant's Wares: Normal Armor
- 27 Merchant's Wares: Magical Armor
- 28 Merchant's Wares: Normal Food Stuffs
- 29 Merchant's Wares: Exotic (Magical) Food
- 30 Merchant's Wares: Magic Potions
- 31 Merchant's Wares: Magic Rings
- 32 Merchant's Wares: Magic Staffs
-
- A pirate ship's statistics is special in that the backpack
- contains a full SHIP, to be left when the pirates are killed!
- Whenever a monster dies, the contents of it's backpack remain,
- as well as some random items like gold, rings, amulets, potions
- and staffs.
-
- You may modify the pre-defined statistics if you want to. Once
- the adventure is created, they become an integral part of it.
-
-
- DCWORLD - World and Adventure Builder Page 21
-
-
-
- A P P E N D I X
-
-
-
- Landscape Blocks
-
- The following is a complete list of pre-defined landscaping
- blocks.
-
-
- GRASS BRICK WALL DOOR
- SWAMP WINDOW ON BRICK WALL LOCKED DOOR
- SAND BRICK FIREPLACE HIDDEN DOOR (brick)
- GRAVEL DOOR
- LADDER (up) LOCKED DOOR
- SHRUB LADDER (down) HIDDEN DOOR (stone)
- SMALL TREE
- LARGE TREE TABLE (left) COUNTER TOP (left)
- FOREST TABLE (center) COUNTER TOP (center)
- FOREST2 TABLE (right) COUNTER TOP (right)
- CACTUS COUNTER TOP (top)
- MOUNTAIN STONE WALL COUNTER TOP (center)
- MOUNTAIN WINDOW ON STONE WALL COUNTER TOP (bottom)
- CAVE IN MOUNTAIN STONE FIREPLACE
- CAVE IN GRASS BEER KEG (left)
- BLUE ROCKS TORCH (left) BEER KEG (right)
- WHITE ROCKS TORCH (right)
- WATER FOUNTAIN VEGETABLE GARDEN
- DEEP WATER CHAIR FENCE (HORIZONTAL)
- SHALLOW WATER CHAIR FENCE (VERTICAL)
- RIVER WATER CHAIR
- HORIZONTAL BRIDGE CHAIR
- VERTICAL BRIDGE FLOOR TILES
- HUT FLOOR TILES
- LARGE HOUSE FLOOR TILES
- SMALL HOUSE PLANT (in POT)
- SMALL VILLAGE FULL LENGTH MIRROR
- SMALL TOWN CHEST (left)
- LARGE TOWN CHEST (right)
- CASTLE (left) BED (left)
- CASTLE (center) BED (right)
- CASTLE (right) SMALL TABLE
- SMALL CASTLE 1
- SMALL CASTLE 2
-
- Note that a hidden door looks like a wall. When it is found,
- it will change to a locked door. When the door is unlocked, it
- will change to an unlocked door. Characters can walk through
- unlocked doors.
-
-
-
-
- Object Blocks
-
- The following objects have been predefined and have graphics
- blocks to represent them. This list is easily extendible.
-
- See "Creating Objects" for a more complete description of each
- type of object and it's properties.
-
- BLOCK TYPE SPECIAL PROPERTIES
- ---------- -----------------------------------------------
- FOOD Type 1 Magical Effect
- WEAPON # of hands, range, damage and Ammo Type
- AMMO Ammo Code and Extra Damage or Poisoning.
- ARMOR armor class, can be cursed
- SHIELD armor class, # of hands, can be cursed
- AMULET Type 1 Magic, # of charges, units and duration.
- RING Type 1 Magic, # of charges, units and duration.
- POTION Type 1 Magic, units and duration
- SCROLL Type 2 Magic, range
- STAFF Type 2 Magic, # of charges and range.
- CHEST Lock Type, Trapped? Damage or Poison.
- KEYS Key Type (Matches Lock Type)
- GEMS Type 1 Magic, # of charges, units, duration
- BOOK Text
- GOLDSACK no special attributes
- TORCH no special attributes
- LANTERN no special attributes
- ROPE no special attributes
- HOOKS no special attributes
- MIRROR no special attributes
- SIGN1 Text
- SIGN2 Text
- SIGN3 Text
- VEHICLES Horse, Camel, Car, Magic Carpet, Helicopter,
- Airplane, Raft, Skiff, Sail Boat, Small Ship,
- Large Ship. The Space Shuttle, Space Ship, and
- U.F.O. types are not implemented.
-
- Note that DURATION is either 0 (Temporary) or 1 (Permanent).
-
- Also, a cursed armor or shield will remove all Armor Class
- points. The item cannot be removed except by a healer or the
- Remove Cursed Item spell.
-
-
-
-
-
-
-
-
-
-
- Page ii DCWORLD - World and Adventure Builder
-
-
-
- Character Blocks
-
- These blocks represent the "type" of a creature. That is, the
- graphics block that will be used to represent that creature.
- The "class" of the creature is an entire different matter. (See
- next section)
-
- REGULARS MONSTERS MORE MONSTERS
- ---------------- ---------------- ----------------
- HUMAN ORCS GHOSTS
- ELF GOBLINS EVIL HEADS
- DWARF TROLLS FIRE ELEMENT
- WIZARD SKELETONS ICE ELEMENT
- ARCHER GOULS EARTH ELEMENT
- FIGHTER ZOMBIES EVIL DARKNESS
- CIVILIAN GIANTS SWAMP WORM
- LORD GOLEMS
- KING FIRE DRAGONS SEA MONSTERS
- THIEF ICE DRAGONS ----------------
- LADY DAEMONS SEA SERPENTS
- QUEEN SPIDER HYDRA
- FARMER SNAKES MAN O'WAR
- GIRL RATS WATER SPRITES
- BOY SMALL BATS WATER DRAGON
- DOCTOR GIANT BATS WATER ELEMENT
- MUSICIAN LIZARD MEN ELECTRIC STORM
- BEGGAR DRAGON MEN PIRATE'S SHIP
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- DCWORLD - World and Adventure Builder Page iii
-
-
-
- Character Classes
-
- Any of the above character type's can assume any of the
- following character classes. Thus it is possible to have a
- "swamp worm" be the local bartender. (Although it might look
- mighty funny!)
-
- CHARACTER CLASS DESCRIPTION
- ---------------- -----------------------------------------
- ADVENTURER This is someone who might Join the party!
- MONSTER Usually monsters, but can by any type.
- MERCHANT Will Buy and/or Sell any item.
- BARTENDER Sells drinks and rumors (for a good tip)
- HEALER Cures, Heals, Resurrects and remove curses
- CIVILIAN Regular folk. Might talk to you.
- TELLER Will read your fortune. Very limited.
- QUESTOR Will give you quests and pay well!
- BEGGAR Begs for money. Good source of rumors.
- TRAINER Expensive way of increasing attributes.
- GUARD You can fight, bribe or give the password.
- OFF DUTY GUARD A guard that won't try to stop you!
- PRISONER A civilian that need's to be rescued!
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Page iv DCWORLD - World and Adventure Builder
-
-
-
- Adventure's Introductory Text
-
- The introduction to the adventure is one of the most important
- "mood" setting tools you can have. Using any text editor, you
- can create a file (called WORLD.TXT) that explains the premisses
- for the adventure!.
-
- Use up to 80 characters per line. The text will be displayed in
- pages, with the user being asked to press <SPACE> before each of
- the pages scrolls of the screen. If you put the word PAGE at
- the beginning of a line, the display will stop a this point and
- ask for the <SPACE>.
-
- Example:
-
- Welcome to the xyz adventure game. You are about to start on a
- journey that will...
- .
- .
- PAGE <- This makes the text display pause
- .
- .
- More lines of text
- .
- .
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- DCWORLD - World and Adventure Builder Page v
-
-