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- INTRODUCTION
- This program is designed to help you write your own adventures. Adventures
- may be purely text, or can include graphics as well, if you have a paint
- utility that can create IFF graphics.
-
- Text adventures can be of different levels of complexity, depending on how
- you allow the player to respond. In the simplest form the player is given a
- fixed choice of possible options in any given situation. Depending on what
- decision is made, the story then branches to a different paragraph.
-
- One step further is not to give the player the possible options. The player
- must discover the possible options himself. The player is free to type in
- their action. If their action fits one of the allowable actions in that
- situation, then the story will continue accordingly.
-
- This is very flexible, but has the disadvantage that the player may have
- worked out the appropriate move, but not be able to convert his idea into
- the right words.
-
- An example of this hazard, was when I was playing an adventure game, in
- which I wanted `to get'(there was a jug in the picture). The game only
- responded to `get pitcher', pitcher being a word I would not have thought of.
-
- Another possiblity is to have a fixed set of commands displayed each turn
- ,from which the player can choose from. The objects that can be possiblity
- be presently used can also be displayed. This means that all possible player
- options are displayed. This means that theoretically, a player could solve
- any problems by trial and error, but, any cleverly written puzzle, would
- only be solved with the last posible combination!
-
- The computer can have a vocabuarly of words to test the player input
- against. depending on the complexity of the program , the computer can test
- different syntaxes etc.
-
- Another approach is to allow a number of fixed actions the player can choose
- from and present objects that the actions can be performed on. this works
- well with graphics adventures, in which the objects that can be manipulated
- are present in pictures.
-
- THEMES
- There are many possible themes that you can use for a story. It makes sense
- to maintain consistency in your story. Do not forget that your story is a
- fantasy.
-
- Some possible themes are prehistory caves, dinosaurs etc.
- ancient times medieval d&d,magic etc.
- modern spies, westerns, haunted house science fiction space travel,
- time travel
-
- Think of you favourite movie,TV,book or comicbook stories to help you
- develop ideas, while maintaining some originality. For example James Bond
- The three stooges,Indiana Jones,Superman, Hitchhikers Guide to the Galaxy etc.
-
- WRITING A STORY
- It may help to plan your adventure in advance on paper.
- Particuarly useful will be to record the different areas the character can
- move to and how these areas are interconnected. You may also wish to record
- any items that are used in the game and anything else that you might find
- useful.
-
- PLAYABILITY
- Here are some points to keep in mind while writing an adventure. You want to
- create an imaginative, interesting and challenging game for the player
- without making it impossible.
-
- PLAYING INSTRUCTIONS
- When you run the program, you will be presented with a file requester.
- To choose which game you wish to play, simply click on the game of your
- choice. When the name appears in the bottom bar, click again on the name.
- The adventure will begin.
-
- The person playing the adventure is called the player, who takes on the role
- of the character in the game.
-
- The adventure will either be one where the player will be presented with a
- fixed number of decisions and will be asked to select one of these decisions
- by typing in a number(then pressing the return key). The course of the story
- will be dictated by what decisions are made, until the character has clearly
- failed or suceeded in the adventure.
-
- If the text parser is used, the player will not be presented with a fixed
- choice of options. The player will have to type in commands which will tell
- the character what to do(determine its action). Typed in actions can only be
- on one line and are completed by pressing the return key, the line can be
- edited by using the backspace key, the left and right cursor keys and the
- delete key. The actions are often only one or two words(no sentence
- required).
-
- If the actions are amongst those which are listed as possible for the
- character the action will be performed. If the action is
- impossible for the character for some reason, the character will be told so.
-
- The adventure will continue until the adventure is completed or the
- character fails.
-
- WRITING INSTRUCTIONS
- Before writing a text adventure, it is suggested to play some text
- adventures to give you some ideas. You may have already been familiar with
- text adventure games.
-
- Each adventure is a single ASCII file with the suffix .ADV. Without this
- suffix, the file requester will not recognise it.
-
- The first part of the name can be anything you like. Examples of possible
- names are
- Wizard.ADV
- Mystery.ADV
- etc.
-
- To write a text adventure you will need a text editor to edit the ASCII
- file, many are available on the public domain or commercially. Any other
- text editors can be used, provided they save as an ASCII only file.
-
- HOW TO USE INSTRUCTIONS
- The adventure will be divided into a number of paragraphs(arbitrary maximum
- of 1000).
-
- For each paragraph you will write the paragraph text, and the options
- possible for the character, and the paragraph they will proceed to, for each
- option.
-
- Paragraphs can either be linked forwards to later paragraphs or `backtrack'
- to previously written paragraphs.
-
- It is possible to write an entire adventure with very little backtracking if
- you wish.
-
- Backtracking will mean that you get more out of your text.
-
- INTRO
- At the start of the game you may write an introduction, which is purely
- text. You may use this to describe the setting and background of your
- adventure. You may also like to add some hints on playing the game etc.
- Another idea is to add some or all of the possible vocabuarly of action
- verbs, which will be possible for the player to use. This may make things
- easier for the player later.
-
- When the character enters an area for the second or subsequent time, you
- have the option of whether the room is exactly the same(use the same
- paragraph number as when the area was first entered) or making it different,
- by giving it a different paragraph number.
-
- PARAGRAPH
- The long description is a complete description of what a character can
- see,hear etc. upon entering an area. It does not include special details of
- the area which need to be discovered by special examination or by further
- actions. The long description can be up to 5 lines.
-
- ITEMS
- You may choose to have various objects present in different locations.
- These will generally be items that can be picked up and moved by the
- character. They may be carried by the character at some stage, or may change
- their location.
-
- There is not much point in making items that are too heavy to move, as they
- can simply be part of the `furniture' of an area.
-
- Items will generally be mentioned in the text. If you use graphics, you may
- choose to have the items visibly obvious in a picture, and not mention them
- in the text, until found.
-
- Items can be carried by a character after GET or TAKE etc. has been used.
- Items which are carried may be used at some stage, and may effect the course
- of a game in other ways.
-
- Items have a name, and a description, which can be up to 1 line long.
-
- There is an arbitrary limit of 100 items in a game.
-
- OPTIONS
- These are the possible actions for the character that will lead to a
- result.(If no options are given, the story will precede to the next given
- paragraph).
-
- There is an arbitrary limit of 10 options per paragraph. You should find this
- to be more than sufficient.
-
- Options will lead the character to new paragraphs(or even return to the old
- paragraph).
-
- It is simplest for options to be either 1 or 2 words. This will make it
- easier for the player to put in words, what he intends the character to do.
-
- Suggested standard words for movement are;
- N,S,E,W,U,D
- for north,south,east,west,up,down In addition you may have NW,NE,SW,SE
- (northwest,northeast,southwest,southeast). It is suggested that directional words
- conincide with the physical reality of your adventure, otherwise movement
- will not make a lot of sense.
-
- VERBS
- Suggested action words are LOOK,GET(object),DROP(object)
- GO,TALK,OPEN,CLOSE,USE There is no limit to your choice of words,
- but if you are not displaying possible choices then it is suggested to
- use words that the player is likely to guess.
-
- NOUNS
- The object should only be objects actually mentioned in the game.
- They may be an object that is mentioned in the long description of the area,
- or an object that the character may be carrying. Note that in the latter
- case the charcter may not be carrying that object, but merely have had an
- opportunity to get that object previously.
-
- If the object is not present, then the action will be impossible.
-
- (more complex parser possible) adjectives, prepositions, articles etc.
-
- SYNOMYNS
- In some cases there may be only one sucessful possible action in a
- paragraph, but you wish to allow the player to be able to discover this
- action from a number of different angles. This will increase the player's chances
- of discovering the right words to input when they already have the right idea.
- To be able to do this, use several different player options, but each has the
- same result and same destination paragraph.
-
- Example
- (1) Get box
- (2) Take box
- (3) Grab box
- all lead to the same text response
- and destination paragraph.
-
- RESULTS
- These are the text responses to different actions.
- There is a limit of 5 lines for each result.
-
- Example1
- The player inputs
- <look candle>
- "The candle glows with a soft bluish
- light.", is printed to the screen
- The story then precedes to the next paragraph number.
-
- Example2
- The player inputs
- <get box>
- "You get the box" is printed to the screen
- The story then precedes to the next paragraph number.
-
- GLOBAL OPTIONS
- Some options will be available in most situations
- I- Inventory, what the charcter is carrying will be displayed
- LOOK- The long description of the current area will be displayed
- etc.etc.
-
- DEFAULT RESPONSES
- If the player attempts a response that is not possible in
- the given situation, then there will be certain responses depending on the
- action attempted.
- Examples
- player tries "n",response-
- You cannot go north
- player tries "open door" ,response-
- you cannot open anything
-
- DESTINATION PARAS
- These are the paragraph numbers that the adventure will continue to after
- the player's response. They can be any whole number from 1-1000(arb).
- A destination paragraph can even be the current paragraph number.
- These effectively means that the player can try another option while in this
- area.
-
- example1:
- (1) open door
- (2) d (down)
- example2:
-
- PROMPTS
- It is possible to use prompts that make things easier for the player in the
- following way.
-
- Example1
- Player types in `remove picture'
- response text-"Remove picture with what?
- Destination paragraph has same short
- description as current paragraph.
-
- ADDITIONS
- Several different features can be added to your adventure to make it more
- compicated and interesting. These include attributes,sound,graphics etc.
-
- ATTRIBUTES
- You may be content for your player character to collect items and have the
- adventure terminated when the character completes it sucessfully, is killed
- or the adventure fails for some other reason.
-
- To reduce the effect of `sudden death' you may choose to use attributes in
- your program. This may add some subtlety to the game.
-
- Attributes are numerical variables which change their values depending on
- what happens during the game. Attributes cannot generally go below zero.
-
- Example1
- `Gold pieces' may be an attribute. As the
- game continues, this value may increase as the character finds and earns
- money, and decrease as the character spends or loses money.
-
- Example2
- Strength may be an attribute. Strength may
- decrease due to combat or
- increase due to a magic potion etc.
-
- ITEM ATTRIBUTES
- To make the game more complicated, you can add different attributes to
- items. These include such things as weight, value,use in combat etc.
- Attributes are a numerical value.
-
- GRAPHICS
- To add your own pictures to this program. Select an option that allows
- pictures when you start the program.
-
- Pictures must be drawn in low resolution(320x200) pixels, but can have
- anywhere from one to five bitplanes (or up to 32 colours). You should use the
- same number of bitplanes for all pictures.
-
- Pictures should have the same name as any short description of an area.
- When that area is reached during the game, that picture will be loaded.
-
- You can have any number of pictures in a game,until you run out of disk
- space!
-
- SOUND
- Sound can be added to your game. To add sound to your game type s(and
- return) when inputting the short description(title). This will activate the
- sound subroutine which will allow you to create, test and store your own
- sounds.
-
- COMPLETING THE PROGRAM
- The game is not yet complete until all the paragraphs are fully connected.
- This means that there must be no paragraphs that are referred to , that are
- uncompleted.
-
- There must be at least one way to sucessfully complete the adventure, and
- possibly one or more to unsucessfully complete the adventure!
-
- There should generally be at least one easy way to leave a room by a
- directionally command, otherwise the game may get stuck at that point.
-
- PLAYABILITY
- The adventure should not be impossible to complete. All information that is
- needed to complete the adventure should be present. The logic of the
- adventure should be consistent(even if it is magical!).
-
- Ideally, the character should not be able to get killed of too quickly by
- chance factors.
-
- You want to avoid allowing the game to get bogged down too much at any one
- point, without making it too easy.
-
- TIPS FOR WRITING GAMES
- The order in which you do things will make the creation of a game easier.
- Write the text for your paragraphs. You can write skeleton text in the
- beggining and fill it out later on without altering anything else.
- Do not number any of the paragraphs until you have written all your
- paragraphs. It is possible to add paragraphs later on, but it will make your
- job easier. Choices can be added during the writing of the paragraphs.
- A list of objects can be added at any stage.
-
- After you have decided on all your paragraphs, you can link them by adding
- the destination paragraphs. First, write down on a sheet of paper a title
- and number for each paragraph. You may also like to make a map if you have
- not already done so. These two things will make the linking much easier.
- Check the links to see that all the paragraphs are correctly linked up.
-
- After you have written and linked your paragraphs you can decide on the
- location of your objects. You can also decide in which paragraphs there will
- be an attribute change. You can also decide on other game options.
-