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-
- TRELLIS - The Adventure Interpreter
- (c) copyright 1991-4 Soft Rock Software
-
- Designing A Game On Paper
- -------------------------
-
- The first and most obvious thing you need in order to write a game (apart
- from a computer to write it on!) is the idea. Once you have an idea, write
- it down and, with it, anything you can think of that you may need to
- remember when you are writing the game. For example, the actual objective
- of the game and any puzzles or obstacles you can think of that you will
- want to include.
-
- Puzzles and obstacles may involve the use of objects. An object is an item
- that exists inside the game but is not a part of the background. It is
- something that the player can, in some small way, interact with. For
- example, the floor is not an object since it is (normally, at least) a
- part of the background. A sword, on the other hand, is an object because
- it can be picked up and used by the player.
-
- Objects will be dealt with in greater detail later in these instructions,
- and there is also a separate section dealing with puzzles. They are
- mentioned at this stage purely for planning. If your player is going to
- have to fight a monster (or whatever) in the game then he/she will need
- some kind of weapon - and that weapon will be an object. The monster
- itself is an example of a puzzle.
-
- The next stage is, quite possibly, one of the more difficult parts. You
- must now map out the locations in your game. It is difficult because of
- the number of things to consider, such as the number of locations, how the
- player moves between them, and so on. The mapping process will be
- described, very briefly, in the next few paragraphs. You may find this
- easier to follow if you load the map for the game !Pyramid, which was
- supplied free with Trellis into !Draw and look at it on your screen while
- you read. It is called 'PyramidMap'
-
- First of all, remember the compass! Use the top of your page as North, the
- right as East, the bottom as South and the left as West. Next, draw a
- square, of about an inch in size, for each and every location in your game
- - taking care not to forget that this is a map! If the field is North of
- the path, it's square should be placed above that of the path on your
- paper.
-
- In each of these squares write a two or three word description of the
- location. Next, using a different colour to make them stand out, draw
- short lines between squares that the player can move between - note that
- these squares should be touching on the map in one of the four compass
- directions. In more complex games, with more complex methods of movement,
- this need not be so. However, this is a subject beyond the scope of these
- instructions.
-
- Now, using a different colour again, make a note of the objects that the
- player can find in each location. Don't worry if you haven't actually
- thought of any yet, as these can easily be added later. Even if you have
- done so, you may find that you want to add more later.
-
- For example, at some stage during the game your player might walk into
- 'the kitchen' and see 'a piece of meat' on 'a table' - on your map, write
- 'meat' and 'table' in the location described as 'the kitchen.'
-
- The last part of the map is the numbering. Each and every location must be
- numbered. Using another colour, write a number in every one of the squares
- on your map. Start with 1, make sure you only use each number once, do
- not miss out any squares and do not miss out any numbers. In other words,
- if your game has 9 locations number them from 1 to 9, not 4 to 12 (which
- doesn't start with 1) or 1 to 3 and 5 to 10 (which misses out 4).
-
- If you look at the map for !Pyramid, one of the games supplied with
- Trellis, you will see a number of locations that seem to use the same
- number. This is not actually what it seems; rather than contradict what is
- said above about numbering, what has been done is that these locations
- have been used in more than one place. Each of these duplicated locations
- is a trap - the player can enter them but can't leave, so they are easily
- used more than once.
-
- This can be a useful way to fill out your map. You might, for example,
- have empty spaces where you haven't actually put anything. You can fill
- such spaces up with traps of this sort. In a jungle, for example, you
- might have a swamp or quicksand, or something of that nature.
-
- Study the map further, and you will notice that location number 1 is where
- the player has to reach in order to win. Locations 29 to 32 are the traps,
- and all the locations from 2 to 28 are the places the player can travel
- through normally. It is a good idea to try and group locations in this
- way, because you can simplify conditional operations. In this example, the
- player loses if his/her location is greater than or equal to 29, and wins
- if it is 1. If the traps were rooms 3, 12, 21 and 27 the check for these
- locations would be a bit more complicated.
-
- This could be extended further. If your game had an area of jungle and an
- area of desert you might want the player to become thirstier and thirstier
- in the desert - but not the jungle. If the desert area location numbers
- are grouped together (perhaps 42 to 65) the software can just make one
- check (is player location greater than or equal to 42 and less than or
- equal to 65?) to see if the player is in the desert.
-
- Finally, with the map drawn up you may find it easier to think of more
- objects/ puzzles to include. If so, note them down as before, putting the
- objects in their locations on the map.
-
- HINT: although this is 'traditionally' done on paper, you may find the use
- of !Edit and !Draw more practical for notes and mapping respectively. It
- is easier and less messy to change things on the screen than it is on
- paper.
-
- However, if you prefer to use paper, I have included a draw file with
- appropriately sized squares marked out. You can print this out to use it
- for mapping - it's called 'Print4Maps'
-
-