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- QUESTMAKER TUTOR DOCUMENTATION
- ------------------------------
-
- QuestMaker Version 2.1 sample game is really a game makers tutorial.
- Only a few scenes are included to help the game developer understand
- how QuestMaker works. After starting QuestMaker select "Play Game"
- from the QuestMaker Main Menu.
-
- The first Screen displayed is a graphic file named INTRO1.PCX. You
- can change this graphic in your game using a Paint Program. INTRO1.PCX
- is a great for a title scene for your game. The next scene to be
- displayed is INTRO2.PCX. This graphic is a good place to include game
- start-up information as well as information on how to get the your game
- sequel and any shareware information if your game is to be distributed
- as shareware. Both graphics are 640 X 200 EGA graphics mode.
-
- QuestMaker always starts the game with graphic G22.PCX as the first
- scene. The next graphic scene displayed depends on which direction
- the game player moves the game character and/or commands entered by
- the game player on the screen.
-
- Note the screen number is in the upper right of your screen. Also note,
- you can press the F8 key to determine the Row and Column number of
- the game character anytime during game play.
-
- One way to understand what is happening on each screen is to do a Print
- Screen of the Screen Control Data prior to moving thru each example scene.
- To do this, select Screen Control Editor from the main Questmaker menu,
- press the <N> key, and press the Print Screen key for each screen
- control data screen. Then return to the game for examination.
-
- One other help is to print the script editor files by selecting the
- list function from the script editor. You can print each page by
- pressing print screen.
-
- For this tutorial enter the following game player commands (Verb and
- Subject) to understand the results of scripts entered via the
- Script Editor. You can go back later and see the actual scripts in
- the Script Editor database. Hazard Codes or Operation codes cause
- actions to be taken during game play.
-
-
- Also notice the screen G13 (when you get to it). It is a good example
- of how boundries and barriers work.
-
- Screen G03 shows a good example of a Walk behind.
-
-
- (ENTER FOLLOWING VERB and SUBJECTS on specified screen numbers.)
-
- Screen # Verb Subject OP CODE Results
- ------- --------------- ------- -------------------------------
- G22 Look Around 90 Displays text then waits for
- enter key to display more text.
- (Program looks for another verb
- and subject match on "Look Around")
-
- G22 Look Around Displays text and no futher action.
- (second match) Since the above script was first
- in the database, a match will
- always occur there first.
- A blank Op Code means no further
- action is taken.
-
- G22 Get Mail 15 Checks game character position
- according to the position field in
- the Script editor. If OK, adds
- the words in the Reserved Field to
- the Game Inventory. If not OK,
- displays words "Not Close Enough"
- Also, adds any points specified
- in the Points field.
-
-
- G22 Open mail 20 Checks to see if word in the
- Resevered Field is in inventory
- if so, uses object, (no longer
- can be used again) then adds
- points if specified and displays
- script per Response Script fields.
-
- G22 Open Door 50 Checks game character Position.
- If OK, jumps to screen number
- and location specified in Reserved
- Field. Word "OK" displayed.
-
- Note the Jump can be to any valid screen number. In this example we
- used 44 to show it does not have to be an screen above or next to
- the screen you are moving from.
-
- G44 Look Around Gives Script Info
-
- G44 Get key 10 Picks up a Key from the shelf
- and adds Key to inventory if
- you are close enough to it.
- Also, add any points per Point
- Score field.
-
- Good time to check inventory here by pressing the <Tab> key or <F1>.
-
- G44 Leave 50 Return to screen G22 per reserved
- field if close enough per position
- field.
-
- Now move game charcter to your left and exit to screen number G12.
- Notice new sound per Screen Controls. You can press the cursor key
- to move the game character and stop the audio any time you switch
- from screen to screen (or just listen if you like the short tune).
-
- G12 Look around Gives info per script
-
- G12 Open Door 50 Jump to screen number and location
- per Reserved Field if close enough
- per Position Field.
-
- G11 Look Around Gives info per script
-
- G11 Pick up bottle 10 Adds Bottle to inventory per
- word "Bottle" in Reserved Field
- if close enough per Position Field.
- Also note the strange bottle
- is removed from the screen. Object
- was placed there per Screen Control
- editor using the objects in the
- game objects list A to Z.
- Also, add any points per Point
- Score field.
-
- G11 Look Desk 60 Checks game character Position.
- If close enough, displays text.
- If not, displays words "Not Close
- enough." In this example, nothing
- important is revield.
-
- G11 Get Brew 40 Checks to see if object specified
- in reserved field is in Inventory
- yet. If not, shows response script.
- If in Inventory, jumps to next
- "Get Brew" match in script database
- and responds according to Hazard
- (Operation) code. In this example
- the code below.
-
- G11 Get Brew 15 Get the brew from the pot if you
- have the "Bottle" in the inventory
- list. Add "Brew" to inventory.
- Also, add any points per Point
- Score field.
-
- This is a good time to Save your Game!
-
- Press the <F3> key and type in "Test1". You can start over by restoring
- your game on the beginning game screen by pressing <F5> and typing the
- name of the game you saved.
-
- G11 Drink Brew 40 Check if Brew is in Inventory
- if not present response.
- If so, look for next match in
- data base for Drink Brew.
-
- G11 Drink Brew 30 A true game hazard. You die.
- The game end screen GEND.PCX
- is displayed. The program allows
- you to start over.
-
- After starting the game over you return to the G11 screen.
-
- G11 leave 50 Jump back to screen specified
- in the Reserved Field if you
- are close enough to the door
- specified in the Position field.
-
- You should now be back to G12. Move the game character again to the
- next screen to the left (G02).
-
- G02 Look, Look around displays script per match.
-
- Now walk toward the small camp fire on the edge of the cliff. A good
- time to do a save first!
-
- As you walk too close to the fire see what happens per the ZAP field
- location in the Screen Control Editor for this screen number.
-
- Now walk south or down if you have just returned from your saved game.
- You should enter screen number G03. This is an example of a walk behind
- area where the game character is not seen as it walks behind an area
- specified in the walk behind area in the screen control data.
- Also, this scene has a Quantum Point location specified at the end of
- the large pipe that adds a point for passing that location.
- If you pass the same location again it will NOT add another point.
- If you missed the Quantum point, try walking back thru the pipe at a
- differnt location.
-
- For this example there is no return to the left of the screen or above.
- So move on to the right and view the G13 screen for an example of
- another quantum point location and special effect when moving across that
- location of a color change and sound. This happens as a result of
- information in the Screen Control data for screen number G13.
-
- Also, notice where you can walk and not walk on this screen. This is
- a good example screen for most of the Screen Control Data. To leave
- this screen, take a short cut back to screen G23 by moving north or up.
-
- Now move your game character to the right back thru G22 and on to G32.
-
-
-
- G32 read sign 70 Displays response text then
- executes DOS command per
- Reserved Field, in this example
- plays a music tune via Mus.com
- file.
-
- G32 view sign 71 Executes DOS command per Reserved
- Field, in this example, we play
- some music notes via Mus.com file.
- (No text displayed with 71 code.)
-
-
- Look around and move to g42. The rest of the game functions can be
- followed by typing Look and following the suggested actions.
-
- G42 Open Door Displays Response "which door" per
- response script.
-
- G42 Open Door 50 Jump to screen number and location
- per Reserved Field if close enough
- per Position Field.
-
- G42 open bar door 31 Checks for KEY in inventory, if
- not there, game ends. An example
- of a hazard.
-
- G52 This screen when entered shows an example of the D/P in the
- Screen Control Editor showing a graphic picture overlay.
- It is a great way to add text or other pictures to a scene.
-
- G52 Buy/Get Token 85 Checks for Quantum points and
- position location. If you do
- not have a Quantum Point to
- use, the program displays you
- do not have one. If you do
- the program adds to score and
- puts word in Reservered Field
- in inventory, then displays
- text per Response script.
-
- Note: The word Quantum can be change to any name you want by entering
- a name in the "SPARE" field on the Screen Control Editor for screen
- number 22. Examples; Bucks, Diamonds, Strength, Money, Power, etc.
-
-
- G52 Enter/Go in 40 Checks for Token per inventory,
- City Dock then skips to next match if
- in inventory. If not displays
- text in Response script.
-
- G52 Enter/Go in Ok we could go on from here
- and use the code 50 to jump to
- another screen but we will leave
- the rest of creating the game to
- you.
-
- G22 Win game 32 This tests the Game Win Op code.
- It displays the WIN.PCX and
- asks if you would like to play
- again. Game win can also be
- a result of getting the maximum
- number of points.
-
- Just in case we failed to tell you about the way QuestMaker searches
- for a match on "verb" and "subject/noun", you should note the search
- is sequential. In other words, the first time the match occurs in the
- script data base, an action occurs. So if you add an action later on
- with the same "verb" and "subject" it may never execute. You may
- need to go back an insert a script to accomplish your desired results.
-
- To insert scripts, you can edit over previous scripts per screen number,
- then add scripts you want to occur later on. Also, you can remove
- a script by editing the script and changing the screen number to 99,
- then sort the database by pressing F3. Screen number 99's will be
- removed when a sort occurs.
-
- The sort function will only sort scripts per screen number. Scripts
- with the same screen number are not sorted (remain in the order entered).
-
-
-
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