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-
- JOIN THE ABUSE GAME DEVELOPER PROGRAM
- AND MAKE MONEY CREATING EXCITING NEW WORLDS WITH THE ABUSE ENGINE!
-
- Crack dot Com's Abuse Game Developer Program has made it a piece of cake
- to earn money doing game design using the Abuse engine. If you enjoy
- making interesting levels or new games using the Abuse engine, send them
- to us by November 1, 1995 so that they can be considered for the
- Thanksgiving Abuse Data Pack. If the submission is approved, we will
- send you profits from the sales based on the quality of your work! If
- you have missed this deadline, give us a call at 512 306 1835 or e-mail
- gamedev@crack.com. We may release more than one data pack!
-
- Guidelines for submission:
-
- First off, do not call our 1 800 number about this. They won't have a
- clue about this.
-
- Make sure that your level or game is playable fresh out of the archive
- you sent it in, or we'll get the nasty first impression that you don't
- care about appearances. How large or complete does it have to be? Use
- the Abuse levels as a guideline. Try to fill roughly the same area (or
- more) and get a similar amount (or more) of gameplay in there. If
- you're doing game design on a Pzillion with 64Mb RAM, watch yourself, or
- your level may not turn out well-suited to mortal machines. The levels
- should also be decorated nicely with lighting and textures applied.
-
- If your level is of an inadequate size, duration, or needs any other
- form of polish, we will help you with suggestions. Just make a
- submission as specified below and we'll send you back design comments.
-
- If you're using zip file(s), make sure that you zip starting in the
- abuse directory and recursively get the entire directory hierarchy.
- When it is ready for us to check out, you can send your data as follows:
-
- By FTP / E-mail (preferred) :
-
- 1. Put your data in a .zip, .tar.gz or .tar.Z archive.
- 2. FTP to crack.com and store in /pub/incoming
- or
- 2. Uuencode the archive & E-mail it to us at gamedev@crack.com.
-
- 3. E-mail another letter with your name, phone number, e-mail address,
- where you want checks delivered, who you want them made out to,
- your social security number, and a short description of your
- submitted data to gamedev@crack.com.
-
- By US Mail :
-
- 1. Put your data in a .zip or .tgz archive and get it on a 3.5" floppy,
- zip disk (using MSDOS or ext2 filesystem), or CDROM with iso-9660
- filesystem.
- 2. Mail it to: Crack dot Com, c/o: Game Dev., PO Box 163025,
- Austin, TX 78716-3025
- 3. Include a letter with your name, phone number, where you want
- checks delivered, who you want them made out to, your social
- security number, and a short description of your submitted data
- to gamedev@crack.com.
-
- Now to get some ugly legal stuff out of the way:
-
- Any original artwork, sound effects, or LISP code that you do FROM
- SCRATCH, you maintain the complete copyright to. However, levels
- (contained in our .spe file format) contain specific data that we
- maintain the copyright on, even if you think you're doing them from
- scratch. We reserve the right to control distribution of level data as
- well as any artwork, sound, and LISP code from our shareware or
- registered versions of the game. Our guidelines on how level data may
- be distributed:
-
- 1. You may distribute level data if you do not collect
- any compensation for it. For instance, you can upload it to an
- ftp site or BBS or online service public download area, as long
- as you aren't receiving compensation for it.
- 2. You may submit it to us so that we may consider distributing it
- for you. We will pay you profits directly based on the quality
- of the work you submit. We will have an answer for you within
- five business days of the submission date.
- 3. If we turn down your data for distribution, you may then either
- seek a third party distributor, if you wish to seek compensation
- for the data, or you may of course choose to release it for free.
-
- The exception to the above three rules:
-
- You may not publicly distribute any modified or original levels
- from the REGISTERED VERSION. You may not distribute any modified
- or original artwork, sound, or LISP code from the REGISTERED
- VERSION. This includes everything in the REGISTER subdirectory
- and levels 5 through 18 under the LEVELS subdirectory. You may
- submit modified versions of the above to us to consider
- publishing. However, you may not have it published through a
- third party if we refuse.
-
- That's the end of the evil ugly legal stuff.
-
- Questions?
-
- If you have questions about anything in this file or how the
- distribution program works, you may also call us at 512 306 1835 or
- e-mail gamedev@crack.com.
-
- Good luck, and we look forward to working with you!
-
- -Dave Taylor
- Partner
- Crack dot Com
-
-
-
-
-
- More detailed info on how to sumbit your data
- --------------------------------------------------------------
-
- If your level(s) do not contain any new artwork, sound effects, or
- lisp code, you can just use pkzip to package them into one file and
- compress them. Then uploaded to crack.com. Be sure to include the
- above information to expedite our processing of your level and so we
- know how to get in touch with you.
-
- To compress, first go to the directory where your files are, then :
- **NOTE : replace joesmith with your name **
-
- DOS users :
- pkzip joesmith.zip level*.spe
-
- UNIX user :
- tar cvf - level*.spe | gzip -9 -c > joesmith.tgz
-
- Upload to
- ftp://crack.com/pub/incoming
-
- Or mail on a 1.44 disk to :
- Crack dot Com, c/o: Game Dev., PO Box 163025,
- Austin, TX 78716-3025
-
-
-
- Complex levels :
-
- If you've made your own artwork and/or characters, you need to create
- a package that we can easily install and play. To do this you should
- make your own LISP startup file which loads your artwork from a
- seperate directory and then calls the original abuse.lsp startup file.
- Read the file addon/example/example.lsp on how to do this. Look at
- the example game "pong" in addon/pong/pong.lsp to see how to add on
- whole new games.
-
-
-
- Jonathan's Rules of Thumb for Level Design
- ------------------------------------------
-
- 1. Fill in the level nicely. Take your time and pick out
- textures that fit/look well together. Use lighting to
- enhance these. Don't just hit 't' for flood fill, and
- don't just use the default light setting. You must combine
- lighting, textures, and ambient sounds to create
- the atmosphere needed to keep the player immersed.
-
- 2. Avoid sharp edges in textures and lighting. Do not
- use half-lights in the middle of a room.
-
- 3. Avoid using teleporters unless you have to.
- The player can easily get lost with doors and teleporters
- jumping all over the place.
-
- 4. Keep rooms seperated. Don't let the player see another
- part of the level he/she cannot get to yet. If enough
- space is not given between areas the play will feel like
- a mouse in a maze, and not immersed in the game.
-
- 5. Let the player kill everything. People want to kill.
- Avoid puzzles where the only solution is to run away.
-
- 6. Pace the action. Don't keep the player running forever.
- Give them resting points. On the other hand don't let them
- run down long hallways with nothing to do.
-
- 7. Surpise the player. They dig that.
-
- 8. Don't make it too easy, nor too hard. The level should
- be barely passable by experts on extreme and passable by
- good players on hard. If a player makes it through the
- whole level the first time, then it is too easy.
-
- 9. Don't be repetitive. Each problem the player encounters
- should be different.
-
- 10. Lead the player, but don't let them know you are leading
- them. Make the level mostly-linear so the player does
- not have much chance of getting lost (and frustrated),
- but use tricks to make it seem less linear, like
- back-tracking over the same area with different puzzles
- appearing the second time.
-
- 11. Avoid using a lot of ladders. They are slow and drag down
- the action.
-
- 12. When using doors, do not let the new area the door takes
- you to loop back. When you go through a door, you are going
- into a new area, and it disorienting when you come across the
- door you just went through.
-
- 13. Stock the player with ammo according to the task. Don't
- be to stingy, and don't give them so much the level becomes
- too easy.
-
- 14. Avoid over-using the ANT_CRACK. Sure it's easy to put one down
- and have tons of aliens pour out of a wall, but if used too often
- it loses it's excitement.
-
- 15. Avoid jumping puzzles. Jumping from one platform to another
- platform gets old real fast.
-
-