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CHAPTER THREE
Entering adventure information into the data creator
*****************************************************************
When you first put this disk in your drive you will have been
faced with the sac title screen followed by a message saying...
Press left mouse button to continue
Press right mouse button for desktop
In order to reserve more memory for your adventure data sac
loads from an auto folder thus saving an extra 32k. Pressing the
right mouse button will return you to GEM allowing you to read
this manual and also loading the example game St brides.
Pressing the left mouse button will enter the sac data creator
program. This allows you to enter your locations, connections,
objects and so on, ready to be loaded into the editor program.
You will now be faced with a list of options which can be
chosen by pressing the right letter to select it. "L" is to
select locations, "C" for connections, "K" to load data and so
on. If you hear a boom sound when pressing a key that means that
caps lock is on. Just press it and all will be fine.
This is the main menu and some options lead to sub menus. So
first lets select the load data option by pressing "k", a file
selector will appear asking you to choose a adventure data file.
This has the extension ".ADV" and trying to load any other kind
of file will cause the creator to crash. The ".ADV" file is the
data saved by the creator and we are going to examine the data
for St brides. Click once on the ST_BRIDE folder and select the
file "bride.adv" and click on return, The creator will then load
the data information and sound a bell when its loaded the file.
Lets have a look at the locations in the game. Select the
locations option (l), this brings up the location menu.
Select the list location option (l) and the creator will list up
the location descriptions along with their ID number. Press
space to pause the listing and Esc to abort it.
Lets add an extra location to the list, Select the insert
location option and type the following......
You are in your bathroom. There is a sink and toilet here with a
washing basket in the corner. The door is east.
Press "RETURN" and the creator will print on screen, the location
description as it will appear in the game. You have now added a
new location to St brides and you can view it by pressing "l".
Now select the print location option (p), the creator will ask
you for a location number so type "1" followed by "RETURN" and
you will see the description for location one which is the main
characters bedroom. As you can see, this location has a door
which leads north to the corridor location so lets also connect
it to our new location. Select the amend location option (a),
type "1" and press "RETURN" and type the following......
You are in your bedroom. There is a cupboard and a bed here.
There is a door to the west and one to the north.
As with insert location, press "RETURN" to enter the new
location in the list. List the locations and you will see that
location one notes the extra connection. We can later connect
this location to our new one with the connections menu.
Typing locations the right way will take practise, a few things
to remember are the items in the location, The bathroom location
which is location 11 tells the player that there is a sink and a
toilet in it. As these items can't be picked up and moved they
can be mentioned in the location description but a washing
basket could. Therefore you could tell the adventure that if the
player trys to pick up the basket to tell him its too heavy or
any other reason it can't be taken. If they try to take the sink
or the toilet then the game tells them they can't get that, this
is because they are fixed to the floor. Another problem that you
could encounter is putting an item in your location where the
state of it could change later, look at this location...
You are in a room. An open door leads north west.
This location would look a bit strange if the player decided to
close the open door, told the door has now been closed and the
location still says its open. In this case you would change this
location to say the following......
You are in a room. A door leads north west.
So now the player does'nt know if its open or closed. The same
would apply to other characters such as a dragon which could
move around and go to other locations.
You are by a cave. There is a large dragon here.
The adventure could have moved the dragon elsewhere and if the
player tries to kill it then the game would tell him that theres
no dragon there even though the location says there is.
Once you've played a few adventures the writing of locations
will become clearer and easier to do.
Chapter 6 explains about writing adventures, it tells you what
do each step of the way and also has a full plan out of a game
for you to write. All locations,objects and messages are all
listed for you to copy along with Command lines to enter into
the editor program, this is for subscribers only.
Press "m" to go back to the main menu and select connections
(c), this is where we enter the direction data for the editor
program, in other words tell it which directions are used in
each location. You should now be faced with the connection
definer and if you select the list connections option (l) you
will see all the connections for each location, pressing Esc
will return you to the connections main menu.
The print connection option (p) is the same as the location one.
When you enter your locations into the location definer the
connection definer reserves the same number of connection
numbers as location numbers, for example if you entered four
locations there will be four connections each containing space for
ten directions. We shall now put connections in locations 1 and
11 with the amend location option (a).
When you press "a" the creator will ask you for a location
number so enter "1" as we need to add the extra direction.
The definer now waits for you to choose a direction, the top of
the screen says Connections from location 1 and underneath that
is the two rows of direction letters. The letter or letters in
brackets () are the choosen directions and the letter before it
is the selector for that direction. We need to tell the definer
that we need one direction to location 2 (the corridor) which is
north and one to location 11 (the bathroom).
Press "n" and the definer will print.......
North goes to location ?
Type "2" and press return
Press "w" and the definer will print......
West goes to location ?
Type "11" and press return
Press "q" to go back to the connections menu and press "p"
followed by "1" and press return. As you can see we have
connected location one to locations two and eleven.
Press Esc to abort, then press "a" followed by "11" and press
return. We need a connection from the location eleven which is
the bathroom to the bedroom (location one).
Press "e", type "1" then press return followed by "q", we have
now connected location eleven to location one so when the player
types "go east" or "e" at location eleven he will go straight to
location one, the bedroom.
Chapters 5 & 6 explains all you need to know about connections.
Lets take a look at objects, go back to the main menu and select
the objects option which will bring you to the objects menu.
Press "l" to list the object descriptions along with their
object number and present location.........
Object 1 is a teachers gown.
The object word is gown
And it appears at location 8.
In St brides there are four objects, each at their own chosen
location. Object 1 is at a normal location, in other words it
appears in a certain location waiting for the player to find it.
Looking at the listing we see the other objects have other
locations, these are known as special locations.
Worn: the object is worn by the player.
Carried: the object is carried by the player.
Not created: the object does'nt exist in the game yet.
We will now insert an object of our own, from the object menu
press "i" and the message Object 5 is.. will appear.
The object definer now waits for you to type in your objects
description, this should be a short description of it. For
example, a front door key should be typed in as "a key" or even
"the key", as I said before, anything in quotes "" means that you
type or press the letters or numbers in between the quotes.
Press return and you will be asked for the objects word, this is
just one word that names your object. For example the front door
key would be typed in as "key" without a full stop, this is so
when the player types "get key" the key would go to the carried
location and tell the player he has the key.
For the above example, define a book as an object like this...
Object 5 is..
>an old book.
The word for this object is...book
Press return and any key to go back to the object menu. The next
thing we need to do is put the book in the bedroom location so
press "o" and you are asked for an object number so type "5",
you are now asked which location this object appears in so as
it appears in location one (the bedroom), type "1" then "RETURN".
Remember to type everything in lower case letters and not
capitals otherwise the editor won't accept it.
Object locations decide where your object starts and ends in the
adventure, this can be in either one of the games locations or a
special location, the object we've just defined will now appear
in location one when you play the adventure and remain there
until either the player picks it up or you decide to move it
elsewhere at a certain stage in the game.
As usual you can amend your objects description using the amend
object option and you can also change the objects location at
any time with the object location option.
Other objects can be put in one of the special locations, for
example if your main character is a barbarian you could define a
sword and put it in as a carried object so when the game starts
he will be carrying it. If your adventure is based on a spaceman
and the first location is inside his rocket then you could
define an airpack for him to wear on his back in which case it
would be defined as a worn object.
The NOT CREATED option is for objects that are hidden in the
game waiting to be discovered. Such an object could be a wallet
in somebodys pocket and if the player examined the pocket then
the wallet would be moved from the not created location to the
present location the player is in.
Lets change the location of the first object, the teachers gown,
this currently appears at location eight so we are going to
put it in the carried location. Choose the special location
option (s) from the object menu, as before you are asked for a
object number so type "1" and press return and you will see the
three special locations that you can choose for your object.
Press "w" for the object to be worn
Press "c" for the object to be carried
Press "n" for the object to be not created
Note the extra option "k", this is in case you suddenly decided
that you don't want a special location for your object but bear
in mind that this option will cancel the last chosen location
for this object if there was one and you'll have to do it again.
List the objects and you will see how object one has been
changed and the book object has been included. As with locations
you can press "space" to pause the listing and "Esc" to abort.
Press "m" from the object menu to go back to the main menu.
Most adventures allow you to examine objects, characters and
parts of the present location so I've included an EXAMINE option.
Select the examine option from the main menu (e) which will call
up the examine menu and select the list examine messages option.
This lists the examine messages for the objects in St brides,
note that they are just longer descriptions for each objects.
There are two kinds of examine options which are NORMAL and
REVEAL. The normal messages just describe the object for, example
examining a picture could print the message....
The picture is old and faded, and very dusty.
Normal examine options apply to characters and parts of the
present location as well. For example......
The elf looks very unhappy.
The fireplace is made from limestone brick.
The reveal examine option is as it says, A certain object could
reveal another object. Theres an adventure called THE PAWN which
uses this option. In the castle grounds there is a mat and when
its moved or taken it reveals a key, an object that was not
created at first then created when the mat object was moved and
put in the castle grounds location.
As well as objects, locations can be either normal or reveal
options as well. For example......
The fireplace is made from limestone brick
Inside the fireplace is a cauldron
Behind the fireplace is a secret room
Inserting an examine object option is easy, so press "i" and the
message Examine message for object 5 will appear. Just enter a
message describing the book and press return.
The examine location option has also been used in St brides.
This is to examine the window in location 3, select "u" to see
the listing of the locations examined in St brides.
Lets use this option to allow the player to examine the toilet
in location 9 which is the location defined earlier, the bathroom.
Press "l" and you are asked for a location so type "9" and press
return. The message Examine message for location 1 appears.
Type in the following message.
Yuk!!! it has not been flushed today.
Press return and the message Examine what??? appears so type
"toilet" (no full stops) followed by return.
Now when the player types "examine toilet" at location 9 the
above message will come up.
There are other options in the main menu. One is the folder
option which will put a folder on your disk, just press "f",
type in a name for it and click on return.
Some adventures have graphics, These are pictures that show the
present location so one half of the screen is the location picture
and the other half is the location description. Sac allows you
to add these graphics to your games quite easily.
Select the pictures option (p) from the main menu and a file
selector will appear. This looks for a picture with the ".mbk"
extension. In other words a packed neo or degas picture packed
with the STOS compact accessory. Click on the file you wish to
load and click on return. The packed picture will load and
display itself on screen for a few seconds. You are then asked
to name the saved file. This can be any name you want up to eight
characters but don't add any extension. For example....
Forest.mbk (wrong)
Forest (right)
To create one of this pictures load up your art program and load
the file FRAME.PI1 into it which is one this disk. This picture
is just a large square. You can change the palette if you wish
but your picture must be drawn inside the square.
When you have finished it save it on a different disk, pack it
with the STOS compacter and just load it into sac with the "p"
option. Another thing you are asked is what location does the
picture appear at. Just type in the location number and "return".
If you have subscribed your copy of sac, then you will have
recieved two extra games, one of which has graphics.
All that remains now is to test the game to see how it looks so
far, so select the save data option (s), type in "test.adv" and
click on return. On this disk is a file called test.prg which
must be on the same disk as the .adv file. Sac will sound a bell
when the data is saved. All you have to do then is exit to gem
by reloading sac, click on the right mouse button and double
click on TEST.PRG. This will load your data file which must be
called test.adv and saved on the root directory of the disk,
that is.. not in any folders.
Once loaded you can play your adventure in the normal way
testing the objects are in their right location and so on.
You will see that our new defined object the book appears at
location one as we entered it and any pictures will load also.
Any mistakes can be reloaded into sac and fixed.
Thats it for this chapter. In the next one (chapter 4) we shall
be learning about adding extra bits.