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savoiur
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1997-07-30
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11KB
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288 lines
Saviours Of Hope
----------------
(PD) 1996
Text within = = written July 1997.
= Finally! I have bothered to finish the game and make it
available for other Atari fans, a bit strange sins i have become
a traitor and bought a PC (BOOOOO HISSSS), but on the other side
it only took a couple of hours to finish the best and most
advanced puzzle game ever created :-) =
This isn't a instruction file, the game itself contain the
necessary info to play it, in the Level load screens and the help
screen (press 'Help' stupid!).
You can change Mouse Pointer with the '*' key.
= i had completely forgotten that one =
I just changed the mouse from free moving to the 16pixle lock you
have now, the small keys made it difficult to hit the right one
and it was easier to lock the mouse than increase the size of all
the keys. A possible sequel will probably have 32*32 keys in a
row at the lower border of the screen, with sub key-menus for
spells etc...
= NOT! Sorry but the PC is currently the hottest candidate for a
sequel =
-=-=-
I just changed a detail in the way the Paladins push routine
works, now he always follows the object he pushes if he can, this
way i can copy the workings of XOR (old game).
-=-=-
Some known 'Features':
Sins the blocks in the line below the lowest line isn't drawn,
stuff in the lowest line that was meant to be cowered by the
walls in the line bellow the lowest line are fully visible....
(sorry but i couldn't find a harder way of explaining it, but
i'll work on it). This could easily be fixed... but then you
could just change the view and see it anyway.... But i'll
probably fix it...... = Nope, still there =
If a switch puts a block in the FG layer on a position occupied
by one of your men (or woman) then this block will go blank when
you move this player. ( normally your player would be killed but
you can't die in this game so i just have to keep them alive
whatever happens to them.... you can kill stuff... it's not THAT
PC you know.... i mean, you can change a 'Nagging Princess' into
a monster and watch her munch up the other creatures.... Talking
about munch, Munch, the Norwegian that painted 'The Scream' and
other rather cool pictures, his name isn't pronounced munch as in
'eating cake' but monk as in 'male nun'... )
= I'm rambling like a mad man =
-=-=-
This game started as a simple Bomberman clone, then i decided to
overlay the gfx so that the lower 8 pixels of a block could be
cowered by the top 8 pixles of the next row of blocks so you had
to change the viewpoint to see what was behind the wall. But the
problem was that the trunk of a tree didn't cover the entire
'floor' so i got black spots in the gfx. I could have drawn a
'floor' into the tree gfx but i decided to go for diversity in
the gfx so instead i use 3 layers (BG, OB, FG) of gfx. This makes
the game look much better than it normally would have, but the
downside is that the game engine have to draw up to a max of 768
'sprite' blocks a update, to slow for an action game. So
Bomberman (Nukes'R'us, the levels are still saved as NRU) died
and Dungeon Master 2D was born, but during the programming and
testing of the designer i decided that instead of making a OK DM
clone in 2D i rather make a really good and advanced Puzzle game.
This game only uses two standard NEO screens for the GFX, one for
the game blocks and one for the game engine. I meant to use three
screens for the blocks, but after i changed it to a puzzle game i
thought one would be enough, WRONG!!!, i had to scrap several
good ideas due to a lack of free blocks. Maybe i should make the
(possible) sequel a 4 meg only game, with tons of gfx & samples.
The samples are standard 'conserve-memory-8bit-low-frequency-
non-STE/Falcon-ST-STOS-shit' but i have put all the sample
playing in one big sub-rut so i might let you load better STE
samples if you have the memory and machine to play it.
= Still crap STOS samples =
This game is programmed in standard STOS, no special stuff used
at all, but the final version will probably use speeded up
Screen$ routines. The problem is that i haven't the Control
extension, so i'll probably have to do with the 'claimed' slower
Misty.
= No expansions used as no visible speed advantage seen on my
Falcon machine =
-=-=-
Does anyone out there want to make some levels? Its very easy, so
even you can do it:), everything is done by 'drawing' in the
designer. The only thing you have to type in is the data for the
switches and the teleporters, no programming skills needed at
all. The designer also contains a full version of the game so you
can test your new level without leaving the designer.
If you'r interested then give me a hint and i'll up-load the
designer and some help files.
= offer still valid! I'll even give away the source code, just
ask and you will receive. =
-=-=-
Some ideas for a Sequel:
- Animation (I might even have the time to animate this version
to a certain degree, Spell fire etc..)
- 'Rotation' on all Foreground objects so they turn according to
the direction of the view.
- 'Higher' Foreground objects, 16*32 & 16*48.
- Floors, so you can go up and down in the same level.
- Random Teleports; teleports you to a random destination.
(10 T-ports with up to 10 dest. each. No mana needed)
- Tele Swap; 'Switch' that swaps the contest of two positions.
(10 'Switches'
0 = Standard swap
1 = Only swap if both loc's. contain something.)
- 'IF Switches' Add extra modes on all switches.
( 0 = Standard switch
1 = Activate if first statement is true
2 = Activate if first statement is false)
(This would really add a lot of possibilities, especially in the
mission department, not to forget hidden treasures.)
- 'Trapdoor Switches'; Activates when you step on them.
(10 On : 10 Off, same function as switches)
- 'Switch' that activates if x number of 'block' can be found
between x1,y1 to x2,y2.
- Activate the snow so you can't walk on it without snowshoes.
- Anti Mag, Spells won't work when you stand on these.
(Can be exorcized)
- Blockers that only lets one specific player pass.
- 'Rafts'; Let you float over water (etc.) in all or a selected
number of directions. (15 possibilities)
- Change the Pushable block so you can decide which direction
you can push it. (15 possibilities)
- Hidden stuff, only appear when the Elf searches the spot.
(Hidden doors, treasure, spells etc...)
- Magicaly Hidden stuff, same as above but can only be found by
Wiz.
- More interaction with other characters: Swap items, Do
missions, etc....
- Help texts: Read scrolls, Talk to characters etc...
WIZ
- Find stuff (hidden by magic).
- Long range bomb.
- Change Undead Wanderer (make him walk in a chosen direction).
ELF
- Fill bucket with sand.
- Put sand on ice (so others can walk on it).
- Jump with stick (two block jump).
- Search for hidden stuff.
- Snow shoes (walk on snow).
- Talk to animals???
PAL
- Pull stuff with rope (so you can get 'Pushable' stuff into the
open).
- Change in push routine: - 1 only push if you can follow.
- 2 stand still and push.
- Clear bush with Machete (open passages).
- Exorcise 'Anti Mag'.
- Radical change in weapon system (special weapons ect...).
- I will probably move 'Flower picking' to another player,
originally the priest was meant to have it.
- Talk to characters???
PRI
- Swap place with Player/Enemy spell.
- Possess Enemy spell (Gain control of enemy: Move, Use switches,
Kill 'lesser' Enemies).
- Walk on fire.
- Wind spell (Push stuff, long range).
- Earth spell (not entirely sure at this point)
= - Earth spell: Rise and lower land to gain or block access. =
Have any good ideas? well give them to me, and i'll see what i
can do.
= Actually, a possible sequel will be much more advanced than
this, instead of programming the spell, object and creature
behaviour directly into the game i will create a super advanced
game designer.
The designer would have a logical programming language that would
give you completely free hands in setting up 'puzzles'
example of a switch program:
IF - Elf is at 10,22
- Number of Dragons between (X1,Y1 - X2,Y2) < 4
- Object 10 is NOT at X,Y
- Ect...
THEN - Do whatever....
ELSE - Do something else.....
I might also add an 'THEN IF' statement to further improve the
control of the game.
Example:
IF - 1. priority statements are true.
THEN - Do list
THEN IF - 2. pri stats are also true
- DO list
- THEN IF - 3. pri stats also true
- DO list
ELSE - ( 2. P.Stats must be true)
THEN IF - 2. pri stats ......
Etc..
ELSE - DO list (1. pri stats must be true)
ELSE - Do list (1. pri stats are NOT true)
(Its not as messy as it looks as most of the ELSE statements
would not be used)
Programming this type of advanced function into a game designer
isn't that difficult, but keeping track of which priority level
in the IF statement you are on could be more of a task. I'll
probably have to use TABs and colour coding to separate them.
Spells and Creatures would also be controlled by similar programs
giving you complete freedom in controlling their behaviour.
I would also add a inventory for objects (magic artifacts) that
you could carry from one level to another to gain access to hiden
areas and treasures =
CP-3-69 signing off.....