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-
- TRELLIS - The Adventure Interpreter
- (c) copyright 1991-9 Soft Rock Software
-
- Designing A Game On Paper
- -------------------------
-
- The first and most obvious thing you need in order to write a game (apart from
- a computer to write it on!) is the idea. Once you have an idea, write it down
- and, with it, anything you can think of that you may need to remember when you
- are writing the game. For example, the actual objective of the game and any
- puzzles or obstacles you can think of that you will want to include.
-
- Puzzles and obstacles may involve the use of objects. An object is an item that
- exists inside the game but is not a part of the background. It is something
- that the player can, in some small way, interact with. For example, the floor
- is not an object since it is (normally, at least) a part of the background. A
- sword, on the other hand, is an object because it can be picked up and used by
- the player.
-
- Objects will be dealt with in greater detail later in these instructions, and
- there is also a separate section dealing with puzzles. They are mentioned at
- this stage purely for planning. If your player is going to have to fight a
- monster (or whatever) in the game then he/she will need some kind of weapon -
- and that weapon will be an object. The monster itself is an example of a
- puzzle.
-
- The next stage is, quite possibly, one of the more difficult parts. You must
- now map out the locations in your game. It is difficult because of the number
- of things to consider, such as the number of locations, how the player moves
- between them, and so on. The mapping process will be described, very briefly,
- in the next few paragraphs. You may find this easier to follow if you load the
- map for the game !Pyramid, which was supplied free with Trellis into !Draw and
- look at it on your screen while you read. On the disk you were supplied with,
- it is located in the directory 'Extras' and is called 'PyramidMap'
-
- First of all, remember the compass! Use the top of your page as North, the
- right as East, the bottom as South and the left as West. Next, draw a square,
- of about an inch in size, for each and every location in your game - taking
- care not to forget that this is a map! If the field is North of the path, it's
- square should be placed above that of the path on your paper.
-
- In each of these squares write a two or three word description of the location.
- Next, using a different colour to make them stand out, draw short lines between
- squares that the player can move between - note that these squares should be
- touching on the map in one of the four compass directions. In more complex
- games, with more complex methods of movement, this need not be so. However,
- this is a subject beyond the scope of these instructions.
-
- Now, using a different colour again, make a note of the objects that the player
- can find in each location. Don't worry if you haven't actually thought of any
- yet, as these can easily be added later. Even if you have done so, you may find
- that you want to add more later.
-
- For example, at some stage during the game your player might walk into 'the
- kitchen' and see 'a piece of meat' on 'a table' - on your map, write 'meat' and
- 'table' in the location described as 'the kitchen.'
-
- The last part of the map is the numbering. Each and every location must be
- numbered. Using another colour, write a number in every one of the squares on
- your map. Start with 1, make sure you only use each number once, do not miss
- out any squares and do not miss out any numbers. In other words, if your game
- has 9 locations number them from 1 to 9, not 4 to 12 (which doesn't start with
- 1) or 1 to 3 and 5 to 10 (which misses out 4).
-
- If you look at the map for !Pyramid, one of the games supplied with Trellis,
- you will see a number of locations that seem to use the same number. This is
- not actually what it seems; rather than contradict what is said above about
- numbering, what has been done is that these locations have been used in more
- than one place. Each of these duplicated locations is a trap - the player can
- enter them but can't leave, so they are easily used more than once.
-
- This can be a useful way to fill out your map. You might, for example, have
- empty spaces where you haven't actually put anything. You can fill such spaces
- up with traps of this sort. In a jungle, for example, you might have a swamp or
- quicksand, or something of that nature.
-
- Study the map further, and you will notice that location number 1 is where the
- player has to reach in order to win. Locations 29 to 32 are the traps, and all
- the locations from 2 to 28 are the places the player can travel through
- normally. It is a good idea to try and group locations in this way, because you
- can simplify conditional operations. In this example, the player loses if
- his/her location is greater than or equal to 29, and wins if it is 1. If the
- traps were rooms 3, 12, 21 and 27 the check for these locations would be a bit
- more complicated, and could slow down the running of the game.
-
- This could be extended further. If your game had an area of jungle and an area
- of desert you might want the player to become thirstier and thirstier in the
- desert - but not the jungle. If the desert area location numbers are grouped
- together (perhaps 42 to 65) the software can just make one check (is player
- location greater than or equal to 42 and less than or equal to 65?) to see if
- the player is in the desert.
-
- Finally, with the map drawn up you may find it easier to think of more objects/
- puzzles to include. If so, note them down as before, putting the objects in
- their locations on the map.
-
- HINT: although this is 'traditionally' done on paper, you may find the use of
- !Edit and !Draw more practical for notes and mapping respectively. It is easier
- and less messy to change things on the screen than it is on paper.
-
- However, if you prefer to use paper, the directory 'Extras' on the supplied
- disk contains a draw file with appropriately sized squares marked out. You can
- print this out to use it for mapping - it's called Print4Maps
-
-