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-
-
- Introducion
- ¯¯¯¯¯¯¯¯¯¯¯¯¯
- World of Arch is a roleplaying game for one or two players. It has some
- differences from Nethack, Angband and other character-graphics-multi-dungeon-
- role-playing-games in graphics, sound and perhaps playability. Now I'll have
- a toast for this game and start telling about some nice features of it.
- (I'll tell the bugs and disadvantages later...)
-
- In the World of Arch there isn't such thing as a monster. :-) Or... There
- are actually, but they all have same statistics as the player has eg. name,
- experience points, learned spells, alignment... And ofcourse hitpoints and
- mana-points. Monsters can achieve experience levels as the player and they
- use spells and weapons, armours, bows... Well, some creatures just can't use
- anything because they represent an animal-race. In theory the player can be
- a shark or an orc or a dragon or ... What ever. How about playing 10th magic
- level pig?
-
- A Thing which is moving on the world (a synonym for the word creature) of
- Arch moves with it's spesific speed by swimming, flying or running. Background
- also affects in the moving speed so that a running figure moves faster on a
- road than in woods. Weight of the items that are carried will also do some
- modifications at speed.
-
- Atleast in this game you can host members to your gang. So if there's a bad
- dragon wondering in your neighbourhood, you can gather a little army of
- adventurers with the same alignment as you have. Then just after the dragon.
- Joining members may require some weaponary before dealing. Monster do fight
- agaist each others. Usually there is a real war going on the WoA. Player
- just tries to keep him/her alive, while ghosts and golems do the violence...
-
- WoA has the possibility of two players playing simultaneusly. The co-player
- is controlled by joystick plugged in gameport or from the numeric keypad.
- Some functions, compared to the main player, are disabled, because they would
- need an another keyboard and more processor-time. But still the two-players
- playing can be pretty fun!
-
- A new feature added to World of Arch is the adventure editor. The previos
- editor wasn't published and it was a bit awkward to use. After a days of
- intensive inspired struggling with the AmosProfessional I finally got the
- editor finished. It was designed & programmed perhaps too rapidly and may
- contain bugs, but the main functions are relyable. All adventure-designers
- will now have free hands to do their own worlds... More about the adventure
- editor at the end of this text.
-
-
- Installation to hard disk
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- The earlier versions of WoA needed some assigns but now things are even
- easier. Just copy all the files from LHA-archive to same directory and
- Amos.Library to your LIBS. And then run...
-
-
- Stop mummling about the technical details and tell me how to play
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Right. First we might be interested in the Archloader-program. It's an
- executable file with a size less than 100Kb. On the red screen there are a
- several buttons to play with. These gadgets do also have a keyboard shortcuts.
-
- A - AudioDevice - You can choose what's coming out from your loudspeaker.
- Soundeffects are the most memory hungry (165Kb)
- S - Start the - The main gamefile is loaded and filled with the
- world you have selected. Get ready!
- F - File - You will get a list of available world & adventures and
- you are free to select.
- M - Masters - Shows the hall of fame. 20 names as the maximum.
- ESC - Exit - Leaves the building.
- C - CloseWB - If you are low in memory (1Mb users recommended).
- E - Editor - The adventure editor is loaded.
- G - Game Speed - Game speed is changed. Choose the suitable for you.
- Relative speed means that game isn't going on all the
- time. Only when the player characted does something.
-
- Ctrl-C keyboard combination works as an exit also when you're playing or
- editing your adventures. Another all-time key function is LeftAmiga-A, which
- flips you to the Workbench or back in game. Multitasking is enabled while the
- game is on but with high costs of processor-time.
-
- After you have pressed "Start the Adventure" you will enter the Game itself.
- The players view is size of 11x11 blocks. It isn't very big. Actually it's
- one of the disadvantages of the game. After I added the marvellous Line-of-
- Sight feature, I had to reduce the view size, because everyone may not own
- an 68060-accelerator. Co-players screen is even smaller. It exists on the
- right. And text screen lies at the bottom. Gamefunction keys may found out a
- bit strange, but that's just because the game was originally written for
- finnish players. All screen are at PAL, 320x256 pixels 16 colours. But now
- the keys:
-
- A - Arm a weapon. You can choose your fighting weapon, which can be any
- item you own. Of course it's more effective to slash an orc with
- a 2handed sword than with cheese. If no item is set as a weapon, then
- all attacking is done by fists or by biting.
-
- O - Own an item. This one picks up an object under your character. The
- amount of items to be carried has some differences between the races.
- Note that the moving speed is reduced when you pick up stuff. There's
- sometimes need to drop things that running away is easier...
-
- H - Throw or drop the item. You are expected to select the item and then
- throwing it where you wish. Closecombat weapons work out fine as a
- throwing weapons. Throwing range is 4 blocks. Target-cursor is moved
- by the cursorkeys (surprisingly).
-
- V - Change the run-over mode. Attacking in the WoA is done by running
- towards the enemy. Also discussing with the other creatures is done in
- the same way. V-function decides which one of these two is active.
-
- K - Kind of an item using-command. All shields & armours are worn or taken
- of if this command is used on them. Also every other object can be
- used. So if you want to eat, quaff a potion or for example read a
- magic scroll, then this possibility is USEful... Note that many items
- are used automatically, keys for example.
-
- L - List and browse the spell list. If your character doesn't know any
- spells nothing will happen. In other case, the active spell is changed
- to the next one on the list.
-
- T - Cast a spell. If mana is enough. And if player knows any spells. Then
- it might happen. Not very many spells available in this game, but
- they're pretty useful.
-
- N - Shoot an arrow. The arrow is thrown if any of the bows is not with
- the character. Shooting will be processed with the best bow equipped.
- Once again an target-cursor will appear. Oh yes, almost forgot to
- tell, Esc-pressing will always cancel the targetting.
-
- M - Mood for the joined members. Or a command. There are three commands
- in this list. Come, Wait and Attack. By the wait-command you army will
- halt unless they want to run away because of losses in their hits.
-
- E - Examine & search for hidden objects. An adventurer may need this too.
-
- F10 - This will launch a green screen which has some statistics about your
- character and a gadget for saving the situation. Or just exit back to
- loader.
-
- HELP - The list or keys will be shown in a shorter form.
-
- SPACE - This does nothing else but lets the time pass. The option is
- disabled, if the Gamespeed is something else than Relative.
-
- Cursor keys - Don't lose these or your character will lose the control.
-
- Arrows on numeric keyboard - Co-players movements with these or by joystick.
-
- 5 or * on numeric keyboard - Effect is similar to joystick fire button.
-
- Enter on numeric keyboard - This is a special command for the co-player.
- All of his items will be dropped, so that
- he can collect the needed. Nasty suprise if
- the player does this for the co-player...
-
-
- The alignment
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- Eight types in this game. Afraid (or an animal), lawful, neutral, chaotic,
- killer, lunatic killer, lawpraiser and evil chaotic. They have some
- differences in reacting as may be guessed from the name... The player and
- co-player has the special ability to change alignments of the other creatures.
- This is mainly forbidden and will cause a little loss in experience. You know,
- it shouldn't be fair to attack friends even for an experience. Maybe an
- irrational and twisted thing is that only if you get cought when stealing the
- experience-punishment will be settled. Stealing isn't a bad thing?
-
-
- Experience levels
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- Three different experience levels are represented in World of Arch: Fighter,
- Ninja and Wizardlevels. Creatures can advance any of these levels by doing
- those things which are expected. For example if a monster is killed with a
- fireball the experience points are added to Wizard-exp. and so on. Like in all
- other roleplayings the characters gets mightier when levels are achieved.
-
-
- Discussing and conversation
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- As whispered earlier talking is handeled by running over the other, friendly
- creature. First some details about him/her is shown. Then if the creature
- can talk, the conversation menu will appear. This should be quite easy? You
- just choose with the number keys and do what you want. Oh, by the way, you
- can steal the boots which the other creature was wearing. It happens a lot,
- you know, boots are always missing...
-
-
- Hosting members, collecting an army!
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- The word army is a bit extreme for this expression. Well, anyway, it's fun.
- If you just find an armour, a helmet and a weapon for your security guards.
- All creatures are not interested in following you. The alignment or wrong
- race is the main reason for refusing. If you represent a chaotic alignment,
- you will be ignored by any other alignment but chaotic and evil chaotic.
- Asking an another character for a picnic with you is done as follows: Go to
- the discussing and then check out if any of the required weapons is missing.
- Give them to him/her and ask for the joining. Some special cases there may
- be only one special item that the creature desires before it joins in.
-
-
- Some words about those items
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- They all, expect goldpieces, have their special meaning after all. Gold pieces
- and almost any other item can be settled as a required item though. Armours
- will reduce the damage which is gained, so they're not just slowing you down.
- You may find out that sometimes, when the Mad dinosaur is after you, you may
- have to throw your armour away. Then there's not as much weight to be carried
- and your character runs faster. A mighty weapon is truly needed when fighting.
- Those red dogs will eat an unarmed adventurer easily. You can also collect a
- few weapons just to throw them at an enemy. Items throw-damage is straightly
- comparable to items hit-damage.
-
- Spells are learned from the white scrolls. The other way to learn magic is to
- carry magic wand or a purple neclace. Then the spell which is chained to the
- item will be learned automatically (and max. mana is increased by one as long
- as the item is kept with). This feature and some others as well was cloned
- from the game named Dungeon Master, which is still my favourite.
-
- Going through the locked door is easy... If your character owns the right key
- then he/she can just run through the door. No unlocking needed. The door
- closes immediately after creature have passed it. It's possible to drop a key
- on the locked door when character is on it. By doing this you can "left" the
- door open.
-
-
- Playing too hard or too easy
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- Some adventures may found out a bit hard to play. Right after you have happily
- collected a couple of random weapons the Red rage dog arrives and because it
- runs faster escaping won't help. Ho-ho-ho says the game and ends. Well, don't
- worry it happens. The first thing you can change is the game speed. With the
- relative speed playing turns out a bit easier (but the same exited atmosphere
- can't perhaps been found). Next step might be loading the adventure editor and
- fixing your character. Now it's easy to cheat. You know, adding hitpoints is
- just a click on the right button. I would suggest that be reasonable when
- dropping an extra-magical-weaponary-from-heaven for the player character. The
- hall of fame becomes not very relyable because of this cheatability.
-
-
- Game is toooo sloow!
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- This is the main disadvantage. In some situations where there are three or
- more monsters in sight the slower machines (A500, A600, A2000) are stuck. The
- adventure and it's design has it's own affect on the overall gamespeed and
- playability. If many creatures are thrown at the same place, the player will
- burn the nerves when arriving that nest of creatures. So the recommended the
- Amiga is atleast an A1200 with fastmem if possible. Then also the larger
- worlds will be quite playable. If you are a happy owner of an accelerator
- (for example Blizzard A1260 as I do...) the game will be truly pleased and run
- enjoyably.
-
- The truth is that a game like this could run speedy enough on an 68000 based
- Amiga. World of Arch was programmed in Amos Pro, which really isn't as fast as
- assembler. These present gameroutines are old, slow and a bit senile. These
- could be improved a lot. One strange desicion of mine was the block size! If
- you count the pixels you'll get 10x10 which is a bad number in the technical
- reasons. 8 or 16 would be much more preferrable. When I started this
- production in -93 I didn't care about those things. And didn't even know that
- this game would be translated in english some day...
-
-
- Adventure-files with World of Arch V1.7
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- Three spooky worlds are ready to play on the default WoA disk. Their stories
- are fairly chained together, but there's no spesific order for playing, just
- choose one. WaterCastle is the smallest one and may be speedy enough even on
- A500. Size of the map is 150x150. The HiddenKindom (200x200) is quite playable
- on A1200 without fastmem but gets a bit lazy on A500. I haven't played it
- through yet and so it isn't properly tested. But I'm sure it's a long long
- story when going on that Kingdom... The third is EasterIsland (300x300) and
- may need some extramemory and accelerators to play. On EasterIsland there's
- no special mission, so you can't complete it. You just play it and achieve
- levels & glory & glossary. Not an easy world this either.
-
-
- "All I got was bugs!"
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Unhappy you. The game may contain a few these things called bugs. Fortunately
- they don't eat your Amigas chips. But harmful yes. I have found out that Amos
- Compiler does some of those bugs. That's pissing me a bit. The parts of the
- program do work before compilation and does not after it. But after a long
- debugging session I managed to avoid those compiler bugs. Now I can't be sure
- if there is an extra ghost bug sleeping under ground which will be awakened
- with some special thing. But MANY errors & bugs has been fixed since the first
- release of World of Arch.
-
- Like in all other programs, use these in your own risk. The most dangerous
- part is that Arch Editor. You can imagine a situation where you have designed
- your enormous world with dozens of quests & monsters and start saving it.
- Suddenly the screen goes blank black and the machine is dead. This has
- happened to me. Furtunately anything wasn't really lost. It may have
- something to do with your Amigas sofware and hardware configuration. "Memory
- header not located" or "Corrupted memory list" as a Guru message. Test how
- is it going on when saving. If the saving sometimes works and sometimes fails,
- the game editing will be much more exiting and terrifying than playing the
- game... One thing that I noticed just earlier is that atleast on 060 the Arch
- Editor does some buging. It freezes sometimes and if lucky recovers after
- about a half minute of waiting. Can't say why it does that.
-
- Now if you face a CERTAIN bug which appears every time and doesn't leave even
- you do everything you can, then contact the author. Tell everything about the
- failure and which Amiga you were using. I'll see what I can do. Actually I'm
- a bit bored about this game, it's originally so old and I should be designing
- a completely new "version" of it. Ofcourse allkinds of suggestions & reports
- are also accepted by mail. I don't have E-mail address etc., so only way to
- contact me (=Garcoyle Productions) is the following address:
-
- ILPO JÄÄSKELÄINEN
- KUKKURA
- 71950 LAMMASAHO
- FINLAND
-
-
- Is this ShareWare?
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- No. It's a public domain game. No payments required, but you can registrate
- World of Arch by sending 10 USD or 40 FIM in cash. I'll send you my latest
- adventure modules and a registrated version with your name on it. PD-libraries
- may include this game, but this game should be sold in the reasonable low-
- budget-price. Adventure-files are to be freely distributable. No changes
- should be made on this distributed WoA-archive! If you manage to produce a few
- nice adventures, you should release & distribute them separately from
- WorldOfArch-package. World of Arch was written in AMOS Professional and
- compiled with AMOS Pro Compiler. All programming, graphics, music and even
- some of the SFX were made by me. And these happy documents written... Oh, yes
- thanks to Jani Hangasvaara for solving a few translation-dilemmas.
-
-
- Some history
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- - Me and my brothers got C64+cassettedrive in 1984 and after an year or two
- I started to wonder how does the C64 Basic work...
- - My daddy bought Amiga 500 in 1989 if I remember right. And my older
- brother already had one.
- - In 1991 I got my hands on Amos Basic. And I started to design my quite
- simple action games.
- - Amiga 3000 was bought in 1992 autumn (was overpriced, and the prices went
- down almost right after our invest) In same year earlier I had made some
- little money with my games, because I managed to sell them to the PD-
- company AveSoft. Actually the really early versions of World Of Arch were
- started on this year. And I also had started learning some assembly
- coding. But couldn't really do anything with that.
- - I bought my A1200 in 1993 and later came 3.5" HD and fastmem. And there
- was a demo-competition in finnish Computermagazine MikroBitti and I won
- Amos Pro from there. And me and 2 other guys formed a demo group: LIMBO.
- I was (and still am) a graphician. Limbo-productions were not coded with
- Amos. Our coder Elvis hates Amos... Well, and actually, now when I've
- learned assembly and Amiga's hardware I try to avoid Amos also.
- - In 1994 just before those matriculation exams, when you should have been
- reading high school studybooks like an animal, I found old sources of
- World of Arch (Archin Maa, it was in finnish) and went crazy with them.
- I have to make a game out of these and I threw the books away (the exams
- didn't went so bad after all). 20.6.1994 was the first release of the
- game in shareware. In finnish and in Finland and oh boy did that version
- had a lot of small bugs... No editor was published.
- - In 1995 I just didn't do anything about the game...
- - Year 1996 was lunatic: I bought a multisync monitor and Blizzard 1260/50
- mzh!! And I got once again inspired about this old game. I added LineOf
- Sight, item Weights, moving speed and many other things. A better and
- the current Adventure editor was finished and the whole game was
- translated in english. Later on the same year I had other projects
- going on with assembly language.
- - At last, now in 11.5.1997 have made these hopefully last changes to this
- game. Well, actually I haven't been working with this for a long time,
- but because Aminet won't accept files packed with DiskMasher I had to
- do some changes (and remove bugs ...)
- - In 2003 Ilpo founds a treasure from the Island of Arch. (And probably
- removes that hideous Illegal Function Call-bug!!!)
-
-
- ------------------------------------------------------------------------------
- USE & PLAY WORLD OF ARCH IN YOUR OWN RISK.
- THE AUTHOR DOESN'T TAKE ANY RESPONSIBILITY OF ANY DAMAGES IF
- ANY APPEARS BY USING THESE PROGRAM FILES.
- ------------------------------------------------------------------------------
-
-
-
- Why is this game so violent?
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- On a fast Amiga in the World of Arch there is about 10 creatures slained in
- a minute. So if the killing tempo stays at the same level 600 beings is
- terminated after an hour or playing. Also some other games are a pretty
- celebrations of killing. Space invaders and many other... Movies are not
- as violent as games just because in games the killer is the player him/
- herself! And the biggest killerlunatics are those who write the games. So
- many innocent orcs and pigs and dogs and humans and elfs and dwarfs would
- have been saved if this game wouldn't exist. So only excuse for the existence
- of this game is that those creatures will born again and again. The life
- can't really be killed, life will find it's way (like was said in Jurassic
- Park)...
-
-
- ______________________________________________________________________________
-
-
- The Arch Editor and short instructions for it (GAMEMASTER'S SECTION)
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- When you launch the editor a couple of important gadgets will appear. On the
- left side there's gadgets which has something to do with the map only. With
- those gadgets on right you edit, load & save your whole adventure and it's
- data. Don't mix these up! When you have added items or creatures on your map,
- you should save it as an adventure file. Otherwise those items & creatures
- won't work as they should.
-
-
- Beginning a new map/adventure
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- It's done with the magical "Start New"-gadget. A small blue window will enter
- and it asks some decisions about the map itself. You can select the border-
- block (which is 7 blocks from the top, the bottom and from the left side or
- your map) and the inner block. And the map size of course. 100x100 is a nice
- size. I mean, it may be finished as an adventure after a couple of hours of
- fun of editing... Map is scrolled by cursorkeys and if the Right Shift-key
- is included then the speed will be multiplied. Also if you are changing some
- value with gadgets, you can increase changing speed by pressing the Right
- Shift-key at the same time.
-
-
- The "Borderize"-gadget
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- With this fancy named gadget and it's function you can save your nerves a LOT!
- The machine smooths automatically the beach and the mountain blocks. Test how
- it works. It seems to bug a little sometimes, it doesn't do it's task just as
- it should, but just press the button again. It'll handle it...
-
-
- Selecting a new block
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- It's done with the spacebar-press when mouse is on the map. Then the screen
- with a black background will happily slip to visible. Just choose something.
- If it was an item, you may define it properly (is it cursed and so on). On
- the monster definition there is whole screen filled with functions. Name,
- alignment, hitpoints etc. is editable. You can set the player or the mission,
- if the mission is to kill this monster.
-
-
- Adding things on the map
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Simply with mouse. When you add an items or a monsters the numbers on screen
- will rise. No panic unless the maximum is reached. Map-border can't be
- modified. If you want to define moon gate teleport coordinates then press
- the right mousekey and the machine will ask for surence. If all the teleports
- should be erased then press on the "Teleport setting"-label which is at this
- teleport window.
-
-
- Fill-option
- ¯¯¯¯¯¯¯¯¯¯¯¯¯
- This pretty practical function speeds up the map designing. You can fill
- areas just like in Deluxe Paint. Just choose the wanted block and move it
- to the right place. Then the press on F-key and the block floods on as large
- area as possible. Now there are a few restrictions. Only the editor-screen
- size is the maximum filling area at the time. You can't fill on the map
- border and also filling on or by an item or a creature is ignored.
-
-
- Modifying/deleting already set items & monsters
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- By pressing the right mousekey on the item/monster. Then almost the same full-
- screen-item/monster window will appear again and you can change things. If a
- monster who has some items was chosen, you can press the "Drop"-gadget and
- the carryings will clash around the creature. When you leave the item/monster-
- window by pressing "OK" or "Remove Creature" (or for items just "Remove") this
- specific item/monster will be set as an active block. You see, if you just
- want to move some monster to a different position then just take it off an
- re-set it to a new place. Hidden items are a little problem in case you don't
- remember where they are. Those items won't be visible on your editor screen
- after you have dropped them out. Still they can be activated and turned to
- visible if that's the wish. Other way to get all items back from their hiding
- places is to press the Borderize-button. But note that then the map may turn
- out a bit strange in some places (because of borderizing).
-
-
- Setting a phrase for a monster/pergament
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Just press on the number-gadget on the definition window. The number is just
- the same number as it has when editing it with that little text editor. For
- example if the try is to make an orc to say something like "Go away, you ugly
- twisted human", then you just select this orc and press on the number-gadget
- after a word "TalkPhrase:". Red text editor screen will appear. Then you
- select some of the already written text or just write a new one. After
- pressing "That's OK" you have changed the talk phrase. This very same method
- is used in all phrase/text selections.
-
-
- Adding a joined creature
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This one is done by changing the words "Follows nobody" with arrow gadgets
- near by. Then you can browse through all the creatures who had been set on
- the world. You can make things sure by changing the name something that you
- easily regocnize. Then it's easier to find the right being which is being
- followed. If you need to make an olento (which is finnish and means same as
- the word creature) who requires an certain item before it deals anything,
- use the arrow-gadgets on sides of the word "Requires nothing". If this item-
- returning should be part of the mission then press on the little square on the
- left side. !-mark will show in it and then you have to bring this required
- item for this creature to get on in the adventure mission. Easy it should
- be. Player and Co-player is set by pressing on the "Amiga's creature" gadget
- once or twice.
-
-
- The Main settings
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Now almost a whole-sized blue screen is yours. Many things editable you know.
- If you're keen on randomized items/creatures then use the two gadgets on the
- top. They both have three possibilities (no randomize, little scale and large
- scale). The maximums of items and monsters are also changeable from 10 to 300
- or 450. The "StartPhrase" is an important thing. Usually every adventure file
- should have this. If it's missing the machine will think that this adventure
- is an already saved situation and won't fill the unset monsters and items even
- the randomizing was chosen. "EndPhrase" will be printed when the adventure is
- succesfully completed.
-
- "Monster Activity" is one of the big things when you want to speed up the game
- playability. On A500 it perhaps should be 1. This "Monster Activity" is the
- amount of monsters being moved on every game cycle plus all monsters on the
- Active Area. "Active Area" is settled next. It defines the area around the
- player where all the monsters are moved in real time. Now if something about
- 5 creatures mess around on this area at time you should have atleast an A1200
- as your Amiga. The Active Area-value means the distance. So, if the value is
- 10, AA will be sized as 20x20. The Hearing Area can't be changed and it has
- 28x28 blocks (the player in the middle) as default. "Monster Level" is for
- the randomly generated creatures.
-
- "Complete Exp." is the amount of experience points gained to all three shapes
- of experience when a part of mission is completed. For example, if the mission
- if to find seven red keys, and the "Complete Exp."-value is 100, the player
- will get 100 points every time when he finds one key plus an extra 100 points
- after all those keys have been found and at least once hold. If a mission-
- monster is killed by someone else but player, it'll be reported but without
- any experience-addings for the player.
-
- The empty gadget with no text in it is for the special Co-player setting. If
- you have the randomized monsters on, you can set Co-player as one of those
- small/large scale monsters. But now again: random creatures won't appear if
- you have already set all possible creatures on the map. Then erase some of
- them or if possible increase the maximum amount of creatures. Same thing
- about the items.
-
- A number-gadget after a label "Skull phrase" stands for the text printed for
- player when he/she walks on the big skull and would like to pass it.
- "Password" is the password which should be spoken (well yes, written...) to
- skull.
-
- Oh yes, almost forgot, If you want to prevent the wall-breaking so that any
- of the walls nor doors can be crashed, then just set it as it should be. The
- Marble wall and the Metallic crossbar doors (red, blue and orange) can't be
- destroyed in any cases. nor Mountain.
-
-
- The adventure mission
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- It's possible to not to set any missions for the adventure. Then the player
- just searches & runs & fights all over the world. But ofcource some meaning
- for the game is nice. Mission can be: to kill someone, to find some item
- or to return some single item to someone. You can combine these, for example
- there can be 5 evil orc warriors who must be killed and 2 golden rings must
- be found and the talisman must be brought back to the golden dragon. That
- would mean 5+2+1=8 mission factors. Every time when a part of the mission is
- completed by the player, he/she gets some experience points. This amount is
- set on the Main Settings-page. Now you can check out the amount of Mission
- Factors (these things to do before the whole adventure is through) by
- pressing F9. And you can clear factors if you want. Now be sure that this
- number is the right one. If it's more or less than you had planned, the
- adventure won't get completed as it should. Player can continue his journey
- in the world also after the quest. And in those killing-missions some other
- creature may help your work, if it kills a right creature.
-
-
- Saving the adventure
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- First enter the name of it. The maximum length is 13 characters, so invent a
- good one... If the player haven't been set on the map, program will inform
- about it. Also a requester is given if the name is missing or the name is
- already in use. When the green file-selector appears you are expected to move
- to the right directory and press enter. Then the .map and the .dat-file will
- be saved with WRL-begin. Adventure is ready to play! Note that Quit&Save-
- option on the gameside will REPLACE these adventure files. So save ready
- adventures twice (with different names ofcource).
-
-
- X-files settings
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This window is launced with a thender press of *-key on the numeric keypad.
- It should be as it is as default when you're doing your things. The old
- format of WorldOfArch isn't very common and won't run on V1.7. It's just for
- loading that format. Standard I/O means the most of the Amigas. I noticed
- that for example this Blizzard A1260 craps when saving/loading is done from
- anywhere else but WorldOfArch-disk/assigned directory. If you use this option
- then YOU ABSOLUTELY HAVE TO ASSIGN WorldOfArch: to somewhere. Otherwise the
- saving will fail. I had to make this strange option because these turbos
- don't do things same way as a standard machine. They're faster :-)
-
-
- Transfering a character from an adventure to another
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- First load the adventure where your old character is. Then activate him/her.
- Just press OK on the creature-settings and load the new adventure. Now your
- character from that previos adventure should enter the next world... Set your
- playing creature on the new ground and remove the default player-character if
- you like and save the adventure (you may change the name if you wish). Some
- cases you may find out that there's no free space in the monster list for your
- character. If that happens you will have to: remove the default character
- first, set someone as player, save, load the old world, pick up the old
- character, load the new again, set your character and save again. Simple...
-
-
- Some cautions & notes
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- About those adventure-files. Do the backups! Hopefully you don't face the
- situation where your only copy of the adventure you have designed turns to
- someone's saved situation... Original adventure should always be saved some
- how, because when the player wants to save & quit, the saved game will replace
- the adventure file. And when Quitting the ArchEditor, all the current data
- will be lost.
-
- The secret door = a wall looking almost the same as the Marble wall is at the
- second line from the top in block-selection. Don't mix these up... Water and
- Deep water are also a bit different. Even a swimming or a flying creature
- can't pass the Deep water and that's why it's used as map border block. On
- the block-screen the Deep water is located at the bottom, after the Red door.
- Wooden floor and Bridge looks just same. The wooden floor is situated at the
- top line and Bridge at the second.
-
- The only spells which those Amiga's Creatures can cast are Fireball, Create
- Animal and Speed. When choosing the required item for a monster, the item
- can't be an arrow.
-
- If you choose and define a creature as a player and paste it on the map
- several times, only the last paste is regocnized as a player. Previous
- pastes act like an Amiga-creatures. Same phenomena if doing this with the
- Co-player.
-
- Usually do the map first, then decide the amount of creatures & items and
- paste them to their places. I don't guarantee that the program works when
- changing amounts all the time. Avoid doing those Mega-Lo-Manic Nests. As said
- before, too many monsters in one place will cause slowlines. If the Moon gate
- doesn't work, check out that you hadn't forget to set any of those teleports.
- The teleported creature jumps in random to one of those defined coordinates.
-
- If you want to delete whole line in the text editor then press RightShift+Del
- on the line which should be deleted. There are not very many keyboard
- shortcuts in the editor, Esc, Del and Enter may be used in some windows to
- quick up the editing. When changing walues with you mouse, you can press the
- right shift to speed up the modification. Increasing/decreasing factor changes
- from 1 to 10.
-
- In some very rare cases the randomized item is hidden. This happens if it hits
- on the right block. When fighting and a creature with inventory is killed,
- all the items may not show up. This is a fancy non-documented feature. Those
- disappeared objects can be searched thou. Problems will occure when a creature
- has a massive list of objects with and there is no room for them. Overflow
- items will be erased then. Monsters don't search nor find hidden objects.
-
- A couple of last minute features: Press F10 to look out the whole map scaled
- version. In slower machines it takes a little bit longer (Esc to cancel). F9
- there's a bit unneeded function. You can erase all mission factors from your
- adventure or just check out how many factors the mission consists. You can
- scroll with the mouse, if the scaled map is bigger than your screen. And if
- you are low in memory, this function won't work.
-
-
-
- I hope that these short and little confusing editor instructions will help
- and inspire you to create some marvellous quests for the players. If you
- face a technical problems and this textfile won't help, then contact and
- I'll try to solve the problem. And ofcource I'm always interested to play
- & test an adventure made by you.
-
- Have fun In the World of Arch!
-
-