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1989-07-28
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Chapter one
(Planning the game)
Before we can go about writing a Graphic Adventure, we need to
plan it out on paper before entering it into Stos. Even though
you have a good idea of your games plan you will still need some
notes to refer to otherwise you could end up getting stuck in the
middle of it and end up in a right mess.
Creating an adventure game is like making a film, it would take
place in a created fantasy world with a plot and a goal to aim
for. So we need to decide what our adventure is going to be
about, it could be a knight in shining armour who has to rescue a
princess from a fire breathing dragon or an ape who has to escape
from the zoo and go back to the forest.
Lets say we were going to write a game about a school which is
haunted and the main character is a school boy who has to rescue
his friend and get out of the school alive. We can start by
defining the locations you would find in a school, the list would
look something like this.
1) Main Hall
2) Assembly Hall
3) Caretakers Room
4) Headmasters Study
5) Staffroom
6) School Corridor
7) Classroom One
8) Classroom Two
9) Classroom Three
10) School Library
So here we have a list of locations or rooms that make up the
game world which in this case is a school. What we need now is a
way for the player to get to each location.
Connections
Think of a jigsaw. This consists of a load of pieces which are
joined together to form a complete picture. This is the same as
joining locations together, each one would be joined to the
nearest. Lets take the above example, the first location is the
main hall of the school and the nearest locations or rooms would
be the Headmasters Office, the Caretakers Room, Staffroom and the
Headmasters Office or Study.
The Sgac allows you to join or connect five locations to one, you
can see an example in Grannies Garden, as you see the first
picture shows icons of the other locations and you can go there
by selecting Leave from the option bar and clicking on one of the
icons. This is location number one and is locations 2,3,4,5 and 6
are connected to it. So really, connections are a fancy name for
exits. Each exit would lead to another location.
This is an important stage of an adventure game, if a player
tries to enter a bathroom and appears in an airport then he's
most likely to discard the game as he will think its full of
mistakes and quickly lose interest in the whole game.
Puzzles
If the player could go straight to the end of the game then it
would'nt be very interesting, so what we do is set a few puzzles
and traps that he must overcome to complete the game.
At the moment, the player will be able to freely walk around our
school adventure so lets make it a bit harder for him, we'll put
a locked door in the Main Hall location so the player will have
to find a way of unlocking the door so he can enter either one of
the other rooms or locations there.
This is known as a 'false exit' and is used in Grannies Garden,
try going to the castle and then entering it, you are told that
the guard won't let you in unless you give him a cake. So how do
you get the cake???, well you have other puzzles to solve first.
If you have ever read any Detective books, then you will see that
there are puzzles and problems that the Detective has to overcome
before finding the Murderer, so by putting them in your games you
are providing a challenge to the player who has to get past all
these puzzles to solve his quest.
Now we can begin putting our plan together on paper.
Locations and connecting them
Sgac uses a method called 'Exit Zones' for moving to each
location, this consists of setting up an area on screen which the
player can click on to go to the chosen location.
Lets look at the school game plan, location number one is the
main hall which leads to the Headmasters Office, the Assembly
Hall, the caretakers room and the staffroom, so we have four
Exit Zones from this location. So we can note it down like this
along with the other locations and their Exit Zones.
Location Exit Zones
1) School Main Hall Z1=2, Z2=3, Z3=4, Z4=5
2) Headmasters Office Z1=1
3) Caretakers Room Z1=1
4) Staffroom Z1=1
5) Assembly Hall Z1=1, Z2=6
6) School Corridor Z1=5, Z2=7, Z3=8, Z4=9, Z5=10
7) Classroom One Z1=6
8) Classroom Two Z1=6
9) Classroom Three Z1=6
10) School Library Z1=6
So as you see, from location number one, we have Exit Zones
leading to locations 2,3,4 and 5, the Z1 and Z2 indicates this,
so Z1 means Exit Zone number one leads to location 2 and Z2 means
Exit Zone number 2 leads to location 3 (Z=Zone).
Lets note down a few puzzles and traps for the game.
1) The door leading to the Headmasters Office is locked and the
player must find the key to unlock it.
2) There is a large dog in the Caretakers Office so the player
must give it a bone so he can enter.
3) The player can only enter the Staffroom if he's wearing the
Teachers Gown.
4) If the player tries to enter the Caretakers Office without
giving the dog the bone then it will attack.
5) If the player enters the Staffroom and he is'nt wearing the
Teachers Gown then he will be handed to the police.
So here we have three puzzles and two traps, look at the traps,
each trap ends the game for the player.
Objects and their locations
Objects are things that can be picked up and carried by the
player, In fact three of them are mentioned in the puzzles and
traps section, above, these are a Key, a Bone, and a Teachers Gown.
These objects are there to help the player on his quest and they
have two locations (Normal and Special), the normal Object
Locations are used if you want the object to appear at a certain
location in your game waiting for the player to pick it up.
The Special Object Locations are as followed....
Object carried
The object is carried by the player allowing him to do anything
he wants with it such as drop it, or use it.
Object Worn
The object is worn by the player, such an object could be a piece
of clothing or even a wristwatch.
Object N-C
The object is N-C (Not Created) and does not as yet exist in the
game. The object will enter the game when the player finds it.
The objects can be listed on paper like this....
Object Location
1) Key Location 1
2) Bone Object Carried
3) Gown Object Worn
4) Knife Object N-C
Here we've added an extra object, a knife which could come in
useful as the friend the player is going to rescue could be tied
up somewhere and the knife can be used to cut the ropes.
Game Events
These are used to perform the outcome of the players command, for
example we could use one to created a not created object when the
player opens a box or examines a coat.
We can also use one to if the player finds his friend, the friend
could be tied up in a cupboard and found when the player opens
it. This events can be noted down like this....
1) When the player opens the large chest in the Staffroom he
finds the knife.
2) When the player gives the dog the bone the dog takes it and
lets the player enter the Caretakers Office.
3) If the player uses the key on the door of the Headmasters
office the door will unlock and he can enter.
When the event is carried out the game will perform an action,
for example, if the player did use the key on the door then the
computer will connect the main hall to the Headmasters office
thus creating the exit from the main hall to the Office.
Event 2 checks if the dog has been given the bone, in this case
the bone would become a not created object and leave the game and
a varible is set to indicate that the dog has eaten it.
More on this later on so stay tuned to this channel.
Graphics
To create a Graphic Adventure you will need an art package, which
can be obtained from a PD library for about £3. Sadly due to
time and disk space we were unable to included one with the package
but if you would like a PD package then send a pound to us and ask
for the package and we'll send it to you. Our address is in the
intro document.
When an artist draws a picture, he always draws a mock up of the
picture just to get the angles right and make sure everything is
in the right place. This is what we should do before we complete
creating our adventure.
Lets do a mock up of the hallway location, this has four Exit
Zones so just draw four boxes on screen then save it on a
seperate disk. Now with the same picture on screen, lets alter
it, rub three boxes out so you just leave one box on the picture
and save it on the same disk with the first picture.
The first box is a mock up of the picture of location one in our
school adventure, which is the Main Hall location and the boxes
are the four Exit Zones. The second picture with the one box on
it is location 2 (Headmasters Office) with one Exit Zone.
You may change all the palette colours for your picture but you
must keep colours 0 and 1 black and white, the reason for this is
explained later.
The next thing to do with the finished graphics is to pack them
and save them as .mbk files, using the Stos compact accessory.
There is one other rule, the compacted pictures must be saved
with these names only like this...
Pic1.mbk (picture for location one)
Pic2.mbk (picture for location two)
So the name should be "Pic"+location number+".mbk", look in the
Garden.dat folder and view the filenames for its pictures.
Location Descriptions
The location description is used to describe the current location
but it must not memtion any objects. The location description for
the Headmasters office would something like this...
You are inside the Headmasters Office, the carpet looks old and
worn and the walls are decorated with Trophys. A large desk and a
comfy swivel chair stand in the corner. You see a door.
So location 2 goes with picture 2.
An important rule to remember is that the location description
must only imform the player of things that stay the same, for
example you can't say 'You see an open door' because a door can
easily be opened and closed and you can't say the clock says
something like five o clock because time changes.
Well thats the end of this chapter, maybe you could think of more
bits and pieces for the game, maybe define more locations, objects
and puzzles. In chapter three I will be showing you more stuff to
make your game interesting.
Remember, the more time spent on planning a game, the greater it
becomes. In Chapter 2, we are going to look at the creator.