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1997-01-12
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523 lines
J o h n D a i l e y ' s
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D u n g e o n M a s t e r
John Dailey's Dungeon Master
Copyright (c) 1997 John Dailey
Written & Programmed By John Dailey
Frequently Asked Questions (FAQ)
Revision Version #01970A
---
Q. What is the John Dailey's Dungeon Master software package?
A. John Dailey's Dungeon Master is a complete on- or off-line role playing
game (RPG) AND game development package like none-other.
It boasts high-speed game play, solid 3D ANSI textured (no line-art)
graphics, ANSI music and sound effects, and the ability for ANYONE to
design games with completely different (and any that can be thought up)
game objectives with the help of the Dungeon Master Construction Set.
The game itself, known as the GME (game module environment) utilizes
"game module" files that tell it how to operate as a game (for example:
where items are hidden, when a player randomly encounters opponents,
what the player must do to win the game).
The John Dailey's Dungeon Master software package is NOT an In-Game
Module (IGM) based game such as that of other popular onliners. Game
modules are complete games in-themselves, constructed by individuals
using the Dungeon Master Construction Set.
---
Q. What is so special about this game vs. all the other on-line games
currently available?
A. During development, I've spent many hours researching (downloading,
installing, and playing) the current on-line packages that are
currently available across the world. In my opinion, there are only a
handful of on-line game packages that boast the completeness, AWESOME
graphics, and the many capabilities of this product.
In Dugeon Master, there is no SET objective to complete the game. By
simply plugging in another game module into the game module
environment, a COMPLETELY different game may be played, much like that
of a home-entertainment system in many homes today. This method of game
play offers limitless capabilities and entertainment.
**********************************************************************
In all actuality, many of the on-line, menu-driven RPG games available
today could be almost totally RECREATED (with additional 3D graphics,
sound, and more) with the Dungeon Master software package without
programming, or programming knowledge in a matter of hours!
With Dungeon Master, you could EASILY create a game with a city, a
forest, a training hall, other places, and who's object was to kill a
dragon to win the game. But, with 3D graphics, music, spells, and
every other additional feature that this package offers.
**********************************************************************
---
Q. What are game modules?
A. Game modules are the heart of the GME (game module environment). The
GME is the software that is used to play the game.
A game module is a single file that contains all the graphics, game
elements (items, monsters, spells), sounds, maps, and more. In itself,
it is nothing more than a large data file, but combined with the GME,
it becomes a COMPLETE role playing game.
---
Q. How do I create a game module?
A. Game modules are put together using the Dungeon Master Construction
Set. An individual simply uses the menu-driven interface to build all
of the elements of the game and then compiles those elements into one
data file - the game module.
---
Q. What do I need to create in the Construction Set to make a working game
module?
A. In order to create a game module, the following elements will need
to be created by an individual. In the distribution archive,
collections of these items are already created to get everyone
creating games quickly and easily:
Images
Images are used to display to the player different elements
of the game when not wandering the 3D environment. For
example, if a player pulls up his/her inventory (items
they're carrying) and elects to view a "Short Sword," the
image of the sword would be an image. In addition, pictures
of the player (in his or her current health state), and
monsters are also part of this image database.
Items
Items are just that - items. Weapons, armor, wands,
figurines, musical instruments, etc. are all created using
the item database manager in the Construction Set.
Everything about an item is entered here; its price, what
image represents it, what magical capabilities it has, if it
can be bought, if it can be cursed, etc.
Spells
In the Dungeon Master world, players may be able to cast
spells (at nearly any time) to accomplish specific tasks.
With the spell definition manager, individuals can define
what a spell does, how the player casts it, how long the
spell lasts, a description of what it does and more. Spells
can be created to cast light (for being able to see in dark
maps), cause damage to opponent(s), levitate the player,
"phase" doorways into solid walls, and more.
Monsters
The basic opponent in a Dungeon Master world is the monsters.
Here, an individual can create hideous creatures, what they
can do, how they attack, what spells they can cast (yes,
monsters can cast spells right back at you), how many attacks
they get and more.
Maps
Maps are the heart of the heart of the game ;) With the map
editor, an individual draws maps in 2D form for which players
will explore in 3D reality. In addition, special events are
created which can carry out actions when the players moves to
a particular position on the map. Using special events you
can do various things during game play such as create random
monster encounters, quiz players, create riddles, display
images, teleport players anywhere, advance players, cast
spells, get input from the player, do damage to the player,
give players gold, items and experience, dispell any spells
the player has cast, lock doors until a player is carrying
the right key and more. There are over 60 defined special
event "actions" that you can use to build the actions of your
game and what determines what needs to be done to "win," or
solve the puzzles you create.
Sounds
Throughout the game (and if the players terminal supports
it), players will hear music and sound effects. During
combat, players will hear their weapon doing damage against
an opponent, hear spells as the magic does its job, and more.
Storyline
The storyline tells the player what must be done to succeed
in completing the game. It is simply a text file created by
any ASCII editor.
Intro ANSI Image
This screen is displayed when a player first enters a game
module and basically contains the name of the game module,
such as "The Adventures of Bob the Magician."
Once those elements of the game are complete, an individual can
easily compile them into one file called a game module.
---
Q. Can Dungeon Master support RIP or MAX graphics?
A. Unfortunately no, but with good reason.
First, both of these graphic protocols are non-standardized and
not everyone can enjoy them. Our attempt was to create a GREAT
and DIFFERENT online game that most individuals will be able to
enjoy.
Moreso, adding graphics capability would require that graphics for
all terminal emulations (ANSI, RIP, MAX) be included in the game
module files. With the maximum number of images in a game module
being 65,000, this would DRASTICALLY inflate the game module data
file and make it cumbersome for distribution. As well, players
would have to download ALL of the graphics each time they went
into a different game module (because there are no pre-defined
graphics, remember). With that many graphics being in each game
module, players would end up spending more time downloading the
graphics for the game rather than playing it!
---
Q. How does it allow you to create games with different objectives?
A. As mentioned, the map files contain up to 50 special events per
map. These special events determine what a player must do to
complete a game module.
Special events are created using the map editor in the
Construction Set easily by using a complete, pick-and-choose menu
set.
These special events are nothing more than actions carried out
when a player moves onto a square of the map containing a special
event. For example, if a player moved onto a square that you
wanted to display a hint to the player such as they hear water
trickling, the special event would look something like this:
Clear Display
Print "You hear water trickling..."
Stop
Later on, you may want to test if a player is carrying a magical
item such as a magic wand. That special event may look something
like this:
Clear Display
Display Image 23
Print "Temple Guards" Under Picture
If Player Carrying "Golden Wand"
Print "You are carrying the magic wand and we will let you pass!"
Move Player Forward
Stop
EndIf
Print "You must find the Golden Wand before you may pass, warrior!"
Move Player Backward
Stop
All of these commands are entered by simply selecting from menus.
If input is required (such as the text to display to the user),
the Construction Set will prompt you.
---
Q. Can I create my own graphic images for the game?
A. Yes. The Dungeon Master Construction Set allows you to easily
incorporate up to 65,000 individual ANSI graphics of any nature.
Images can be maintained in a large image database, and only the
ones used in the game module you are working on will be
incorporated into your game module at build time. As with every
other database element in the Construction Set, there are a
complete set of pre-defined images for you.
---
Q. Can I create my own 3D wall definitions for the game?
A. Yes. The Dungeon Master Construction Set also allows you to
define up to 254 different "wall" definitions. For example, you
may create a "forest" wall type is made up of trees and bushes, or
a "city" wall type that is made up of various sized buildings.
Later, when creating your maps for players to explore, you can
select which wall type each map should use. This allows you to
create entire cities, forests, dungeons, and more. As with every
other database element in the Construction Set, there are a
complete set of pre-defined wall definitions for you.
---
Q. Can I create my own music and sound effects for the game?
A. Yes. The Dungeon Master Construction Set allows you to define up
to 254 different sound effects or musical pieces such as a title
sound-track, combat sounds and more. As with every other database
element in the Construction Set, there are a complete set of
pre-defined sounds and music for you to utilize in your game
modules.
---
Q. What are the limitations on game modules that I can design?
A. With a little imagination, there is practically no limitation with
what you can do in a game module design. However, there are a few
operating system implied restrictions per game module such as:
Game Segment Max
------------------- ---
Item definitions 254
Monster definitions 254
Spell definitions 150
3D maps 254
Special events (Per map) 50
Commands (Per event) 99
Ansi music and sound effects 254
External text/ANSI files 254
(for hints, storyline, etc.)
Images 65,000
---
Q. Once I make a game module, can I give it to my friends or
distribute it?
A. Yes, and encouraged. Send me one! Game modules may be freely
distributed, royalty free.
---
Q. How many/what files do I have to have for each game module I want
to install?
A. One. With a basic game module, ALL of the game elements are
embeded in the game module file.
---
Q. Can I run the game and/or construction set from Windows?
A. Yes. The game module environment and construction set have been
thouroughly tested in Windows 3.1, Windows 95, and MS-DOS 6.0+.
---
Q. Can I play the game without a BBS?
A. Yes. The Dungeon Master game module environment can be completely
played as a stand-alone game without the requirement of having a
BBS OR a BBS dropfile (such as DOOR.SYS).
---
Q. If I play the game without a BBS, do I still have to worry about
time limits and the moves per day limitation?
A. No. With a single command-line switch, you can turn off all BBS
imposed limitations such as time left on-line, inactivity timeout,
and movement point limitations. (In addition, this feature is
not allowed by the game once BBS play has been initiated with the
module).
---
Q. I'm a sysop testing out the game. Do I need a dropfile in order
to do a local test?
A. No. The Dungeon Master game module environment is completely
playable WITHOUT a BBS dropfile simply by issuing a single
command-line parameter.
---
Q. What door programming package was used to develop John Dailey's
Dungeon Master?
A. John Dailey used his own FOSSIL-based door library (not publicly
available) that has been developed and tested for many years. No
external door programming kits were used to ensure COMPLETE
support from ONE source for this incredible product.
---
Q. Can I install more than one game module in the game module
environment?
A. Yes. The Dungeon Master game module environment can support up to
254 game modules plugged into it at one time, with an option to
present users online with a list to select from upon startup.
Installing more than one copy of the Dungeon Master executable
will allow unlimited game module availabilty to you and/or users
of a BBS.
---
Q. I am a sysop wanting to strengthen my BBS with a great online
game. What does this package offer me?
A. Besides piece of mind that you've provided a superior product to
your users, you'll also benefit from:
EASY installation and setup
Complete game setup in a matter of minutes without editing myraids
of external ASCII text configuration files. Multiple
configuration supporting and EASY multi-node setup. FOSSIL based
communications for trouble-free modem communication.
No external maintenance
The Dungeon Master game module environment automatically performs
needed game maintenance (message deletion, user deletion &
resurrection, etc.) the first time the game is run on each day.
Install and forget
Dungeon Master is completely self-maintaining. A one-time
installation allows you to provide a game that automatically
resets players as they complete game objectives. Sysop
intervention is only involved in tournament mode games.
No heavy-duty batch files
In most cases, the Dungeon Master game module environment may be
called with NO command line options and with a single command. I
n addition, no batch files are needed to add external program
utilities to the game. With the Dungeon Master game module
environment configuration editor, sysops can installed 3rd party
utilities for individual game modules by simply entering the
command-lines for each. The GME will run these programs right
after completing its own maintenance each day.
Complete player editing on- of off-line
Sysops may edit players for any player currently online right in
the door, or they may edit any player in any installed game module
using the external player editing utility.
Bad user control files
Disallow players from entering specific game modules, or ALL game
modules in your setup, quickly, and easily.
Tournament mode
Set up individual game modules where certain players (or all
players on your BBS) compete to be the first to complete game
modules.
---
Q. What is the registration fee?
A. The Dungeon Master software package may be registered in a few
ways. The game module environment that "plays" the game modules
may be registered seperately for $15.00 US. The Construction set
may also be registered seperately for $15.00 US. To gether, both
products can be registered for $25.00 US. If one product is
registered without the other, the user will be able to upgrade to
both products for an additional $10.00 US.
---
Q. What do I get when I register?
A. With the game module environment, registered users will receive
the following:
Advancement of character players beyond level 7.
Teleportation from magic shoppes.
Removal of cursed items from temples.
The Dungeon Master software package in a custom-designed
package as if store-bought.
With the construction set, registered users will receive the
following:
Ability to run external utilities such as ANSI and music
editors right from the Construction Set
Ability to put their name and e-mail address into game
modules. This information signifies who created the game
module and can be viewed by players of the game module from
guilds.
---
Q. What is the scheduled release date?
A. The complete John Dailey's Dungeon Master software package
(including the GME and Construction Set) is scheduled for release,
March 1997.
---
Q. Who is the author? What software has he developed before?
A. John Dailey has been a shareware author for nearly 7 years, and
has developed m any popular applications for both BBS system
operators and DOS users alike, including:
RAGE (The Rapid ANSI Graphics Engine)
A completely graphics based ANSI editor with mouse support.
Melody Maker
A complete ANSI music editing package.
John Dailey's Call Back Verification System
A HIGHLY configurable Call Back Verification package for sysops
that can work with ANY BBS software.
Visit John Dailey's web site or BBS for a complete list of
applications.
---
Q. Where can I get more information and/or support?
A. You can get additional information about Dungeon Master via the
following:
BBS:
Avalon
(407) 296-3208
24 hours, 28.8kbps, N81
FidoNET FREQ:
1:363/277
Magic name "DMINFO"
Internet e-mail:
john.dailey%277@satlink.oau.org
WWW Site:
http://ourworld.compuserve.com/homepages/john_dailey
End; { FAQ }