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chapter6.doc
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2012-11-26
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Chapter 6
Writing an adventure game
******************************************************************
In this final chapter I am going to show you how to write a full
adventure game called Witches Castle.
The story goes like this... The wicked witch has kidnapped the
princess and is holding her captive in the castle. A warrior has
been charged with the task of defeating the witch and rescuing
the princess then leaving the castle.
So we have the plot and the main character, so we shall define a
game world which is the castle. Lets make a note of the locations
we would find in a castle, the list would look like this...
Castle entrance
Main hall
Dungeon
Throne room
Musty room
Of course, a castle would have more locations than this but I'm
just keeping it short and simple. Now lets add two more.
Lake
Enchanted Forest
In this game the player would start at the castle entrance and
these two locations can be on either side of him while the castle
is in front of him.
Now we need some objects which are as followed..
A steel key..... used to unlock the dungeon door
An axe....... To kill the rat
Guards uniform... Has to be worn to get pass the guards
A Goblet... Contains holy water which kills the witch
Now we've worked this out, we can enter the information into Sac.
Load the creator, go to the location menu and insert the
following seven locations.
Location 1
You stand before the mighty castle which is north. On the top of
it is a ugly stone gargoyle whose stare sends a shiver up your
spine. You can also go west and east.
Location 2
You are beside a beautiful lake which glimmers under the morning
sun. It is surrounded by clusters of trees and bushes which glow
brightly. You can only go east.
Location 3
You find yourself in the Enchanted Forest which is dark and
creepy. The trees and bushes have no beauty and make further
movement impossible except west.
Location 4
The main hall of the castle. It has a certain mist of evil about
it and full of old junk. To the east stands an arched doorway
and west a dungeon. You can also go north and south.
Location 5
You find yourself outside the castle dungeon and all you see is
a large steel door. The hall is east.
Location 6
Emerging into the Throne Room you see nothing but murkey cobwebs
and a small steel throne. You can see a large cauldron and an
arched doorway leading west.
Location 7
You are in a bare musty room. A doorway is south.
Now go to the connection definer and insert these connections.
Location 1
West to location 2, East to location 3
Location 2
East to location 1
Location 3
West to location 1
Location 4
South to location 1, West to location 5, East to location 6
North to location 7
Location 5
East to location 4
Location 6
West to location 4
Location 7
South to location 4
Now enter the objects in the object definer along with their
locations and object words.
Object 1...a steel key., location (not created), key
Object 2...an axe., location 3, axe
Object 3...a guards uniform., location 2, uniform
Object 4...a goblet., location (not created),goblet
Go straight to the Message definer (m) and enter these messages.
Message 1
The water melts the witch into nothing and drops the key.
Message 2
As you are wearing the uniform, the guards lower the drawbridge
to let you in.
Message 3
You kill the rat and a goblet of holy water appears.
Message 4
The witch is here, she is holding a steel key.
Message 5
You unlock the door and the princess runs out and gives you a
big hug then says C'mon lets leave this castle.
Message 6
There is a vicious rat here.
Message 7
The princess is here.
Message 8
Well done, you have rescued the princess and completed your task.
Message 9
The guards refuse to let you in the castle.
If you wish, you can add some examine messages to the game, this
involves four messages in the Examine Object option and as many
as you want in the Examine Location option.
Now we have all the data we need for now, if you wish to add more
later you can always load it back in.
Now save your data file, load Stos, and load the Editor program.
As you may have guessed we have a rat and a witch in the game as
well as a princess so lets define them as varibles.
WITCH=1 : PRINCESS=0 : RAT=1
So at this moment the witch and rat are alive and the princess
is not yet rescued. Add this lines as H_P events
if LOC=1 and OB_LOC(3)<>W0RN then print MESSAGE$(9)
if LOC=1 and OB_LOC(3)=W0RN then print MESSAGE$(2) : MAP(1,1)=4
if LOC=6 and WITCH=1 then print MESSAGE$(4)
if LOC=7 and RAT=1 then print MESSAGE$(6)
if MEET=1 then PRINCESS=LOC : print MESSAGE$(7)
if LOC=1 and PRINCESS=LOC then print MESSAGE$(8) : goto 2610
The first event tells Stos that if the player is not wearing the
uniform the guards won't let him in and the second event tells
Stos that the guards will let him in because he's wearing the
uniform. The varible W0RN holds the location of worn objects which
is 1000. Now add these L_P events.
If WRD$(1)="throw" and WRD$(2)="goblet" and OB_LOC(4)=CARRIED
then OB_LOC(4)=NC : OB_LOC(1)=LOC : print MESSAGE$(1) : NO=1 :
WRD$(1)="" : WRD$(2)="" : WITCH=0 : DONE=1
So when the goblet is throw, it vanishes to the not created
location and the key is created at put at the players location.
If WRD$(1)="kill" and WRD$(2)="rat" and OB_LOC(2)=CARRIED then
RAT=0 : OB_LOC(4)=LOC : print MESSAGE$(3) : NO=1 : WRD$(1)="" :
WRD$(2)="" : DONE=1
This line kills the rat and creates the goblet.
If WRD$(1)="unlock" and WRD$(2)="door" and OB_LOC(1)=CARRIED
then print MESSAGE$(5) : MEET=1 : NO=1 : WRD$(1)="" : WRD$(2)=""
: DONE=1
This line rescues the princess.
Well..... thats it, the game is finished, all you have to do is
change the loading name from 'game.var' to the one you choose
when you saved the data from the creator. Give it a test run and
correct any mistakes you find, when your sure it works okay then
why not add a few extras like samples, music and graphics. You
can then save it as a run only program, many even compile it and
give it to all your friends.
As you can see, you have just written a full adventure game in
just one day, with more practise you could write large more
complex games with Sac and give them away if you wish.
Before I go, I will give you one last example of how the player
can fight monsters which can take more than one hit.
Lets say the player can take 10 hits and the monster can take 5,
all you have to do is set and name two varibles.
MONSTER=5 : PLAYER=10
Then using the method described in chapter 5, use a L_P event to
take a point from each varible every time then use an H_P in the
L_P section to check if any of the varibles equal 0 and if so,
use a message to tell the player that either he or the monster is
dead and either end the game or give him some points.
Well thats the end of this manual, I hope you've enjoyed using
Sac as much as I've enjoyed writing it and I hope to see any
games you write with it.
So what are you waiting for... get creating
Have fun...........Deano