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- TIPS FOR CREATING/EDITING SPEAR OF DESTINY DESIGNS
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-
- The following information cannot be considered a definitive work
- on this subject, but should help most people avoid some of the
- pitfalls associated with translating their floor design ideas into
- a working, error free floor.
-
- This short manual does not explain the workings of any particular
- editing program used to transfer your design to the computer.
-
- The information was gleaned from many hours spent playing and
- editing the custom floors. Some designers may have lacked this
- knowledge or their editing program wasn't full-featured and the
- results may have been disappointing to them. But it didn't effect
- the quality of their floor layouts, only the action.
-
- Floor Codes
-
- Design problems seem to center around a misunderstanding of the
- relationship of floor "codes", doors (locked and unlocked variety),
- and hidden doors. First, an explanation of the use of floor codes.
-
- There are a number of unique "codes" to use when mapping out a
- floor. These codes are used to isolate areas of the overall floor
- from one another such that enemy guards can be made to engage in a
- fight or not, depending on how you assign floor codes. One of the
- more common problems is failing to assign floor codes in all floor
- space, or assigning them haphazardly. The results of either
- practise are unpredictable, but some of the effects are:
-
- - Certain sound effects may be missing.
- - Hidden doors won't always open all the way.
- - Stationary guards become living statues and won't fight.
- (This includes Super Guards - or Bosses, but these guys have an
- advantage).
- - Moving guards won't fight either and will move in place or in
- crazy ways.
-
- Unless your floor design has a very large number of rooms, there
- are usually sufficient unique floor codes to assign each room its
- own code, although this isn't always desireable. In general there
- are 3 approaches to assigning floor codes, according to what you
- want to accomplish.
-
- 1) Assign a single floor code to all floor space. Unless you take
- other measures, this will have the singular effect of alerting
- every guard on the floor as soon as the first shot is fired. This
- can lead to some interesting fire-fights, but it isn't always the
- most desired approach because the action usually (not always) ends
- quickly (either they're all dead or the player is) and he's left to
- wander through a bunch of empty rooms that offer no further
- challenges (or restart the level).
-
- 2) Assign a unique code to each individual room. In this scenario
- guards in the next room are unaware of any carnage in the current
- room - unless something causes the door between the rooms to open.
-
- 3) Assign unique codes to contiguous or non-contiguous groups of
- rooms. This offers a microcosm of approach number 1) above, but is
- more controlled and often the most interesting and suspenseful
- strategy.
-
- Special Floor Code and Enemy Guard Eyesight
-
- There is one floor code that has a different effect from all the
- rest. This is floor code '6a', or the code which designates a guard
- as being "deaf" or "steadfast". Such a designation means 2 things:
- the guard will not react to shots being
- fired in the area until and unless he sees the player, then he
- responds just like any other guard. But his eyesight is much better
- than other guards as he can see in every direction (that isn't
- blocked by something) including one square behind. These guys can
- even see between the cracks of wall cubes that are joined only at
- the corners. (It's kind of eerie to hear a guard sound off that
- can't be seen anywhere). By contrast, guards on all other floor
- codes can only see straight ahead but will be alerted regardless of
- their impaired vision after the first shot is fired on the same floor
- code.
-
- Changing Floor Codes
-
- Another common error in floor design is to change floor codes when
- going from one area to another but not separating the 2 areas with
- a door. Doors are used as "switches". When the player moves from an
- area of one floor code to another with a different floor code,
- without having to open a door, the guards in the moved-into area
- will not be "armed", i.e., they appear to be in a trance, until
- fired at. This may be an interesting effect to create for
- approaching a Super Guard, but as soon as the first shot is fired,
- the player better move out of the way fast, because the "statue"
- just came to life and he doesn't like having his sleep interrupted.
-
- Hidden Doors and Rooms
-
- Hidden door placement is important. In case you don't remember, the
- official version of Spear of Destiny (SOD) places no guards in a room
- entered through a hidden door. This is because a hidden door, unlike
- a regular door, is not used as a "switch" to arm any guards on the
- other side. But the problem is a bit more complicated than that.
-
- If guards in a hidden room are somehow set in motion, they can
- block the movement of the sliding door. This condition is
- detectable by the sound of 2 notes for each push of the space key,
- as opposed to the normal sound of trying to open a door that
- doesn't exist. (These 2 notes also sound if you try to push a
- hidden door from the wrong direction).
-
- The guard(s) can be made to move away from the door and it will
- open, particularly when the player moves far enough away and can
- get back in a hurry before the guard does. But often, when the door
- does move, it only moves part way. As you will soon see, there is
- a way to get a hidden door to move more than once. (Personally, I
- wish the SOD engine had been designed to cause a sliding door to
- crush anything on the other side, with appropriate sound effects of
- course. This would be more like real life).
-
- The first rule of thumb when dealing with guards in secret rooms is
- to be sure the secret room has the same floor code as the room from
- which it is entered. In addition, the room outside the secret room
- must have a normal door (locked or unlocked).
-
- To resolve the problem of guards getting in the way of a sliding
- hidden door, choose one of the following three methods.
-
- One way is to design the hidden door entrance so the door slides
- side-to-side. Such a design will also permit the door to slide
- forward. You can also place an ordinary door in the opening behind
- the hidden door, which has the advantage of not having to be
- concerned about guards moving about in the secret room. Its main
- disadvantage is that if it is used too often, players may start to
- recognize the existence of this type of hidden door configuration
- unless you use many such configurations that don't have hidden doors
- and the one door then is disguised by being only one among a crowd.
-
- Another way is to use multiple hidden door object codes such that
- a sliding wall will move into another hidden object code and can
- thus be moved again, in any direction you choose. (The hidden door
- object code can exist in open space as well as in a wall). This
- opens up all sorts of possibilities. However, there's one drawback.
- Extra hidden door object codes, which are often not used, prevent
- the player from getting the bonus for finding all secret areas.
-
- The other way to use guards effectively in a hidden room, and you
- want the sliding door to move inwards only, is to make sure the
- guards are standing on a "steadfast" floor code so they won't be
- moving around the room.
-
- If you want more rooms beyond the hidden room, and you want them to
- have normal doors, then the floor codes of these additional rooms
- must either be different from the hidden room (and not be used
- elsewhere on the floor), or the guards in these added rooms must be
- made "steadfast" if you want to use the same floor code as the
- hidden room.
-
- One more word about hidden doors. There appears to be a problem in
- Spear of Destiny in that sometimes a door will move 3 squares
- and the next time, only 2 squares, even when there's unrestricted
- space in which to move. What this means is: to avoid intermittent
- problems assume a hidden door will only ever move 2 squares, but
- always leave room for 3. Another way of saying it: if you want to
- assume a hidden door will move 3 squares, then be sure the player
- can still get through if the door only moves 2 squares.
-
- Moving vs. Stationary Guards
-
- All guards except the Super Bosses can be made to move in a
- predetermined direction and path. This device is quite useful in
- creating unpredictable action upon entering a room with one or more
- moving guards. Since a room is never entered at exactly the same
- instant each time the floor is played, the guards will be in a
- different position and may or may not see the player right away.
-
- In addition, guards can be made to move through doors to adjoining
- rooms with or without the same floor codes. This is always
- interesting. While you are busy teaching manners to the guys in one
- room, in walks an oaf from another, which sets off alarms in the
- next room or rooms with a different floor code as they will hear
- the fighting and become concerned. Lesson #1: Always try to keep
- your back away from all doors (including the one you entered!). By
- the way, Guard Dogs are always on the move - there are no
- stationary dogs. (I guess Id didn't want to design a graphic of a
- dog sitting and panting for water or food - ever notice how many
- rooms dogs are in that have no food or water in them? - It's a
- wonder the animal rights activists haven't been on their case <g>).
-
- It's generally a waste of time to place moving guards in a room and
- not lay out a path for them to follow, although there is a trick or
- two that you can use with a moving guard who has no assigned path.
- (Tricks are discussed, but not explained, in this section). Also,
- unless you assign the "deaf" guard floor code to an entire room, it
- doesn't do any good to put a moving guard on the deaf guard code.
-
- Moving Guards
-
- If you choose "moving" guards in and around rooms, you should provide
- them with paths to follow (there are arrows for this purpose). But
- there are a several points to note when laying out paths for guards
- to follow.
-
- 1) Don't put dogs in the same paths with other guards. Dogs move
- faster than other guards and will quickly overtake them. Since the
- dogs won't be able to pass (around or through) whomever they overtake,
- the movement will simply cease and all moving guards will ultimately
- stand and mark time in one place (usually against some wall).
-
- 2) Be very careful about using intersecting paths. Once again, unless
- movement is synchronized, guards will eventually clash at some
- intersection and all movement will, as noted above, come to a halt.
-
- 3) It is not possible to move more than one guard up and down a narrow
- (one square wide) hallway, unless they are carefully synchronized not
- to be in the narrow hall at the same time.
-
- 4) Don't start a moving guard next to an outside wall facing out.
- This will generate an error when you play the level.
-
- 5) Moving guards cannot be made "steadfast" or "deaf".
-
-
- Using "CLIPPING" to Check Up
-
- You can generally check on how your moving guards are doing by turning
- on "Clipping" (in debugmode) and wandering through walls to see how
- everything looks. Dogs are the toughest to check on. Most guards will
- not be aware of your presence if a door isn't opened somewhere (either
- by yourself or a guard whose path takes him through a door). But dogs
- will quickly sense your presence and come after you and will often
- activate any other guards in the room. If you shoot anyone while
- "clipping" is on, every guard on the level (except deaf ones) will
- come alive. (If there are guards in the first room, remove them before
- you start the level as they will always be active when you enter the
- room).
-
- To check on dogs, you need to carefully inch through a wall (double
- thick is best) and stop just as you first view the interior of the
- room where the dogs are. If you're very careful they probably won't
- sense your presence. If you go in a fraction too far, then it's all
- over.
-
- One final note about "clipping". You will not be able to pass through
- the two thicknesses of walls that comprise the level's perimeter. This
- is to prevent you from wandering outside the level.
-
- The Effect of and on Activated Guards Moving About the Floor
-
- Activated guards will mostly move to the point where the player is
- currently located. Their progress in locating him can be slowed and
- often stopped by complicated room patterns; by putting solid
- objects (barrels, etc.) in their way that they have to move around;
- or by sheer distance.
-
- Some activated guards have a tendency to move away from an
- immediate threat by going into other rooms and waiting at a door in
- ambush or simply refusing to come out, waiting instead for the
- player to come in. All this means is if a large body of
- "overheated" guards is encountered, one way to counter their threat
- is for the player to move off in some other direction. This will
- often cause them to begin to scatter, but may make it easier for
- them to be engaged in ones and twos later on. Of course the main
- disadvantage to this tactic is it is not known where they'll be
- when next seen, unless they're in a bounded area. Always good for
- a laugh though!
-
- The other thing about guards moving from room to room while
- searching is that they will often open a door into an unrelated
- floor code and if a shot is fired at the time the door is open,
- even more guards can become involved in the search. Heh, heh! I
- love finding dogs in rooms where they shouldn't be. Took me a while
- to figure out how they learned to open doors.
-
- Effect on Play of Guard Choices vs. Design Decisions
-
- While sitting at your computer testing a floor design, you
- may not always recognize what the effect of your choice of guard
- types will have on game play when viewed against your design
- decisions.
-
- As you already know, the tan guards move slowly and react the same
- way. The blue SS guards are a bit quicker and more deadly (takes
- 3 or more shots to bring them down, depending on distance between
- player and guard).
-
- The white uniformed "officers" move much more rapidly, will swerve
- to make a player miss and are more intelligent acting. Finally, the
- mutants are the greatest threat of all (except for the Super
- guards). The mutants move silently and shoot more quickly than all
- other guards.
-
- The effect on design of using officers and mutants is important
- because of how quickly these latter guards can react.
-
- When your floor design is played, the player must be given a way to
- defend himself, especially from officers and mutants, or be
- provided a way to attack without being totally overwhelmed. A niche
- in a wall, a narrow room with no cover, or no way to back off, is
- inadequate in those cases where the player will have to defend
- against a host of attackers. Conversely, a medium to large room
- with enemies everywhere, no cover afforded, and with nowhere
- else to go, should also be avoided.
-
- The most critical example is designing an opening sequence which
- has the player standing in a room 1 or 2 squares deep and 1 square
- wide with the a door immediately in front. As soon as the door is
- opened, and a shot is fired which alerts numerous guards, the
- player will be overwhelmed. Particularly if the guards are
- officers or mutants and a better defensive position cannot be taken
- by moving out into a larger area.
-
- The problem is exascerbated by how doors are programmed to open. As
- far as the program is concerned, the door is considered open the
- instant someone (the player or a guard) signals it to open. The
- program does not wait for the door to physically move far enough so
- actor and player are visible to each other. The mutant guard
- shoots so fast that the player won't even see the door start to
- move before the mutant's shot arrives to kill or maim. There's no
- defense except to try and kill a guard in the doorway so the door
- will stay open. But if nothing but officers and mutants arrive
- first, there is little hope of doing this. Besides, guards don't
- usually try to enter the room before shooting unless the player is
- out of sight.
-
- Review your designs carefully and take this information into
- consideration. The game is played to be ultimately won by the player,
- not by the game's designers.
-
- Elevators
-
- I don't know if most people notice it, but all elevators in the
- official game are oriented east/west. No elevators are entered from
- the south or north. This is to ensure that when an elevator is
- entered, the control will always be directly in front of the
- player. (When you're hurrying, you don't want to have to stop and
- look for the switch!) Entering from the north or south will provide
- two controls on the left and right as the player enters - one of
- these can be safely eliminated in your designs.
-
- Also, if you place an elevator control in a wall with a single
- thickness, the control will be available for use on both sides!
- You need to put something on the outside to prevent use of the
- outside control if you don't want it used, or else put a second
- thickness of wall behind the elevator.
-
- Finally, when you create an elevator to go to the Secret floor,
- don't forget to use the floor code inside the elevator that
- signifies you want the player to go to the secret floor when the
- switch is thrown.
-
- Secret Floors
-
- Elevators to secret floors must be placed on designated floors in
- SOD: 4th and 12th floors. This is so the player will return to the
- correct floor.
-
- Inaccessibility of Objects and Acquiring Bonus Points
-
- There are basically 2 approaches to playing SOD. One approach
- is for the player to get through a floor quickly enough to beat the
- Par time so as to get some bonus points. Such an approach
- automatically ignores the need to kill all guards, find all hidden
- doors, and get all the treasure. These last three items constitute
- the other approach, i.e., taking time to kill everyone, open all
- doors and get all the treasure, which also earns bonus points.
- (Once in a great while, a player might be able to do both!)
-
- If you design a floor that makes it impossible to award bonuses for
- using the latter approach, then you have chosen to award only those
- who use the former approach of getting in and out as quickly as
- possible. How do you do this? By making treasure, guards and hidden
- doors inaccessible. One other way is to use the "ghost" guard on any
- level except the final one. The "ghost" is considered to be a guard,
- but is invincible. No matter what guards are used on the secret floor
- (or "boss" levels), the player will be awarded 15,000 bonus points
- just for getting there and out. There is nothing wrong with denying
- bonus points in chosen situations. This is just to make you aware
- when designing a floor what the effects of your choice will be.
-
- Trickery
-
- The official version of SOD employs no "tricks" to fool you.
- However, if you design and edit enough floors, you'll soon learn
- about the "tricks of the trade". Guards can be made to walk through
- walls (which the player can then walk through). Objects can be made
- transparent, and so forth. Although purists may debate the point,
- I personally think a trick or two adds a new, and interesting
- element to the game as long as it's done sparingly.
- It's probably fair to warn the potential user of your custom floor
- that you've added a trick or two without telling them what or
- where.
-
- Balance
-
- When designing a floor, you should strive to achieve a balance
- among the various skill levels. For example, don't overload with
- skill 1 & 2 guards, nor fail to add skill level 4 guards. SODEdit
- allows you to quickly see not only what the balance looks like from
- the STATS, but you can individually view the placement of all skill
- level guards. Plus you can isolate the display of treasure, ammo,
- and health items, and Super guards (bosses).
-
- Narrow vs. Wide passages.
-
- This'll seem obvious to you old hands. But for those just creating
- their first floor(s), it's probably worth reminding you that
- creating narrow passages slows the player who wants to set a record
- for going from entrance to exit. Of course, every player who uses
- that same hallway will have the same problem, but it's worth
- considering. Interestingly enough, a narrow passageway seems to
- make it a bit easier to nail Super Bosses, if forced to follow the
- player down the passage. The reason is, a narrow passage creates an
- environment for a better aim and actors that are hit squarely will
- not be able to shoot back if they can't move out of the way.
-
- Why do narrow passages slow progress of the player? Any enemies
- hidden in niches off a narrow hallway can impede movement by just
- being there. The player won't be able rush by them without engaging
- them in battle. If you want to hide someone off a long hallway,
- place him at least two squares deep or widen the hallway, if
- possible.
-
- Weapons
-
- If you design a series of floors, be sure to leave a machine gun on
- several of the floors (also a chain gun). Don't assume that all
- your floors will remain together. Also, when someone has to start
- a floor over after being killed, they need to find a machine gun in
- a hurry. (I know, they should've remembered to save their game at
- the start of each level, but....)
-
- You can either hide a machine gun somewhere, or else place an SS
- guard near the start. When he's killed, he'll drop his machine gun
- for the player to pickup. Extra weapons become ammo if not needed.
-
- Over Designing - or Too Much of a Good Thing.
-
- While there's a limit on the number of static objects (anything on
- the floor except walls and guards) that can be placed on 1 floor
- (400), if you try to place too many in one room/area, the game will
- suffer from screen background clutter. This means that actors that
- are in a room with too many other objects will literally be
- invisible, as will some of the objects, depending on the angle of
- vision of the player. This is also true if too many actors come
- streaming out of a room. You'll lose 1 or more as your display screen
- will not be able to refresh quickly enough to catch all of them
- moving through the door.
-
- There is a tendency for designers to load up a room or rooms near
- one of the Super Bosses with ammo and first aid so the player has
- a chance of surviving. As long as the player keeps these objects to
- his/her back, there usually won't be a problem. But if the player
- backs up too far and exposes lots of objects on the floor between
- himself and the actor, the actor may flicker on and off the screen.
- Not good!
-
- One other example worth mentioning is a room filled with barrels
- that are placed so as to provide an intricate pathway through the
- area. Depending once again on the angle of view, many of the
- barrels will disappear from view. As the player turns they'll reappear.
- Any actors on the other side of the room will be invisible until
- the player can get closer (if he/she survives that long).
-
- So if you find you've got a room like those described above,
- redesign it to limit the objects to a smaller area of view. Use
- walls for partitioning off parts of the room or use smaller rooms,
- or just eliminate some of the objects by placing some of them
- elsewhere if you think you need them all.
-
- Wrapping it up
-
- It is hoped the above tips will help you design your floors with
- greater confidence and fewer errors. At least you should be able to
- recognize the symptoms when, for example, you come across a guard
- in a trance, or doors open and close without sound.
-
- Floor designing isn't difficult, only time consuming. Just get out
- a large sheet of graph paper and grow your design. Then use the
- SODEdit program to transfer your design to the screen. Next, test
- it, fix it, test it, fix it, etc., etc., until you're satisfied
- with the results. This is obviously an oversimplified explanation.
- Your floor has to be saved to disk, then merged into the GAMEMAPS
- file of a running game to test it.
-
- All floors occupy an area 62 x 62 squares in which to layout your
- designs. (The actual area is 64 x 64; the extra 2 squares in either
- direction are the peripheral wall which has to be there. You can
- add designs to it and change its color if you want). Try to leave
- some space for your name to be added somewhere, and a floor title,
- if you want one.
-
- What To Do With Your Spear of Destiny Designs
-
- If you already have 1 or more floor designs or would like to try
- your hand at creating them, I would like to include your designs in
- future episodes of SOD. You will get full credit for your work by
- having your name placed in the floor design (if desired and it isn't
- already there) as well as listed in the credits in any accompanying
- docs. If you want to include any hints, put them in a small file for
- inclusion in the manual.
-
- Your designs will not normally be tampered with unless something in
- them presents a problem. You will be contacted to see what you want
- to do, or you can trust me to resolve the problem for you. Actual
- inclusion into an episode will depend on, among other things,
- factors such as complexity and originality, as judged by myself.
- You will be informed if your design needs more work before being
- included.
-
- All designs remain the property of their designer, but cannot be
- withdrawn after distribution. You're free to distribute your designs
- in any other form, but I reserve the right to exclude them from my
- package, if appropriate.
-
- Cost of transmitting or mailing the file to me will be borne by
- you. Diskettes will be returned if you include sufficient postage
- (usually two 29 cent stamps are enough for one diskette). Contact
- me in advance for my mailing address.
-
- Warren Buss
-
- Compuserve ID: 71044,3477