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- File MazeMake.Doc
- Release: Maze 5.0 January 1992
-
-
- ===== General Notes: ===================================================
-
- The first time reader should note that understanding what is captured in
- this document is NOT required to setup and run MAZE.EXE. It comes with a
- complete set of Dungeons ready to go. So set this aside for a fireside
- reading session later.
-
- The design of maze put the logic to deal with the user into the maze.exe
- file and the data about the world (the dungeon), into a data base that
- is kept in the directory mazedata.
-
- What this means to you is that the game's world is completely configurable
- and you can modify the existing mazes to add/delete/move adventures. In
- fact you can completely design brand new mazes and replace or add them to
- the game. The maze.exe file supports up to 99 different levels in the
- game's dungeon.
-
- --- Time Out ---
-
- When you unzip Maze50.zip one of the files you get is MazeData.zip which
- you put into a maze subdirectory of the same name. When you unzip that
- file while in the directory mazedata out comes two more zipped files.
- One called RunData.zip and the other RawData.zip.
-
- Most sysops will never unzip the file RawData.zip as its not required to
- run the game. But it is required to modify any existing dungeon level or
- build new ones.
-
- It contains Tdoodle a utility to make dungeons and the raw dungeon data
- for the existing game. This is the actual data used to make the version
- of production data being used by the game now.
-
- --- Time In ---
-
- Supplied with the game is a utility Tdoodle.com which can modify ansi
- pictures. Behind each production level of the game .. like "MAZE5.DAT",
- is the original ansi file from which it was built .... like "MAZE5".
-
- As a dungeon designer you play with "MAZE5" using Tdoodle.com until you
- like it. After which you use MazeUtil.exe to create the file MAZE5.DAT
- using the MAZE5 data you like.
-
- --- Time Out ---
-
- If you are upgrading from Maze version 3.6 and you created mazes for
- that release they will work fine with Maze 5.0
-
- --- Time In ---
-
- Data bases are kind of particular and MazeUtil.exe will do two things.
- First it verifies you have followed all the rules creating your dungeon
- and second it outputs your ideas into the precise format expected by
- Maze.exe to insure it doesn't get surprised during operation by a user.
-
- Well so much for the overview, now lets get down and dirty!
-
-
- ===== General Logic Description: =======================================
-
- ***** Comments on Maze Data Base Effects on Maze.Exe Operation: *****
-
- For purposes of our discussion here lets assume we are talking about
- a particular level of the maze, say level "5".
-
- When a user in level 6 steps on a "U" or up stairway the maze program
- recognizes that the user is going up to level five and looks for a
- very structured file named "Data5.dat" to know what to do to the user.
-
- This file, "Data5.dat", contains information on where the up and/or down
- stairways are located; and where to put a user that the game teleports
- into this level. So a user coming up from level 6 would simply need
- to be located where level 5 has a down stairway.
-
- So armed with this information it locates the user on the new level
- and makes a copy unique to this user of the maze level 5 and what the
- user can see, which at this point is nothing.
-
- Now, every time the user takes a step the maze program looks to see if
- the user is stepping on anything and if so what it wants to do about it.
-
- Some of the actions are pretty simple. If a user is in a room he can
- not walk into a wall. If the user is on a path he can not leave the
- path until he steps through a doorway.
-
- A user in a room can step on letters you put in the original maze data
- when you create it. The Maze program knows about these letters, how to
- display them and what to do if the user steps on one of them. All
- unrecognized letters are erased to eliminate repeated user confusion.
-
- So for example:
-
- If the user steps on a "p" we erase the "p" from the maze so it
- can't happen again here to this user. We display the user where
- the "p" used to be so he/she see's they moved. Then we call the
- Wild Boar, p=pig, program to attack the user because we know, from
- info to follow, that's what a "p" really means.
-
- As the user moves around its a bit like drawing a map and the maze that
- he/she is exploring becomes exposed to their view. If the user quits we
- simply save their copy of the maze and what they can see and tuck this
- away until they return again.
-
- --- Time Out ---
-
- If you look, give a dos dir command, in the mazedata directory you will
- see files like game1.dat .. game?.dat. These are user copies of what
- the dungeon they are in is like right now.
-
- --- Time In ---
-
- Ok, time now for some thoughts to keep in mind as you create new dungeons.
-
-
- ===== Dungeon Master Responsibilities: ==================================
-
- Our responsibilities in this whole thing is to create interesting
- combinations of adventures, discoveries, and trickery in the geometry
- of the maze itself at our level 5. This requires a certain proper
- balance between putting items that are good, like weapons, and bad like
- "c" for crooks. In the perfect world our player would survive but only
- barely.
-
- The lowest levels of the maze should not have many, if any, attacks on
- the player. Give them time to collect a few weapons, etc. For the same
- reason we should not start them in a level with lots of locked doors.
-
- The game may offer prizes, valuables, and these should most likely be
- limited to one/level. The money in Treasures will vary from a small
- amounts in the lowest level to pretty large sums close to the top of
- the Dungeon. Similarly the cost of things at the vendor's shop will
- vary with level.
-
- --- Time Out ---
-
- Remember however, If you don't eventually take things away from the
- player they can't find them again! The getting, losing and getting
- again is what's fun. Hummmm... sounds like the plot to just about
- every love movie I've ever seen.
-
- --- Time In ---
-
- I suggest you study the supplied maze's using MazeUtil.exe, I think you
- might find some interesting ideas. For example; in one level when you
- come up to it from below you must chose which way to go and only half of
- the maze is exposed either way. Only one way has access to the next
- level up, as a result you may have to go back down before you can make
- any further upward progress!
-
- Note: Doorways should be either left unblocked or have a locked door
- symbol, "l", there.
-
-
- ===== General Mechanics of Making a Maze: ==============================
-
- The maze you create should be no wider than 63 columns and deeper than 18
- rows. The MazeUtil.exe converter will put boarders around the edge of the
- maze so you only really need to define what's in the middle.
-
- This program will show you the maze in the same location and way as the
- user will see it with the exception that the letter you place on the
- maze to make things happen will be displayed as "?" or blanks to the user.
-
- The items O,V,W,H will only be displayed and activated if the user needs
- at least one of these things so you can spread around quite a few without
- slowing up the play of the game if you want to keep your users well
- stocked.
-
- --- Time Out ---
-
- There isn't a thing you can give a user that Maze.exe during execution
- can't take away. I lost sleep thinking up ways to some of it. Like
- blowing out a lit torch by a gust of wind when a player steps through
- an open doorway. Maybe I was born to be a villain.
-
- --- Time In ---
-
- It is important to balance the number of "O"'s used with your use of
- locked doors and player requests to eat and drink. In general you should
- have a few more "O"'s than needs, especially in the lower levels where it
- should be a little easier.
-
- I suggest you make the play more difficult as the user progressives towards
- level 1. You should probability limit each level to only a couple of "V"'s
- as these are quite valuable.
-
-
- ===== Letters allowed in the maze: ======================================
-
- Note(s) on: O W V H
-
- These items will be offered to the user only if he/she needs
- them and the participular item offered will be selected from
- what the player needs using a random selection method.
-
- When offered the player will see a "?" and when not offered the
- player will see a " " and nothing will happen when the player
- steps on that location of the map.
-
- When the user gets the last item available of one of these
- classes he is allowed to land on the symbol one more time.
- This last time will weave some gory story about a dead body, etc.
-
- Note after release 3.0 the user is more likely to consume
- offensive and/or defensive weapons in player/player attacks.
- I expect Flares will get a lot of use when users figure out how
- useful they can be. It's too bad I made so many of them duds!
-
- O ........ Helpful Supplies; Water, Food, Torch, Key and Shovel.
-
- W ........ Weapons five types selected randomly.
-
- V ........ Valuable treasures; Gold, Coins, Diamond Ring, Gems and Pearls.
-
- H ........ Defensive items; Flare, Armor, Helmet, Magic Charm and Horse.
-
- Note: The following items are always active.
-
- l ........ Locked door.
-
- This must appear right at the entrance to a room. The user must
- be carrying a key to get the door to open. If he is the key may
- break, be removed from his inventory.
-
- t ........ Trivia Treasure.
-
- The value of a trivia treasure like the "V" items already
- mentioned is determined using random numbers but is also a
- function of the level of the maze. So things get more
- valuable as you approach level 1. The odds are 30% that
- the treasure will be buried. If so the player will need a
- shovel to get to it. If a shovel is used it may break
- getting the chest out.
-
- The program insures that the same question is not asked twice
- during the same session. The maximum number of questions
- that can be handled is 250. I suggest you have at least 50
- to 150 to keep it interesting for all.
-
- The default set of questions supplied with the game are not to
- bad but I also included a collection of tough ones you may want
- to consider using. They are in the MazeData directory in a file
- called HardTriv.dat The set used by the game must be named
- MazeTriv.dat
-
- w ........ The player needs a drink.
-
- When stepped on while carrying water the odds are 50% that the
- water will be all used up. When the player does not have any
- water with him the odds are 50% he will die from thirst. The
- player will not see a "?" for either a "w" or "f" so place them
- where he is likely to walk. Putting two along a long narrow
- coridor ups the odds that the player will be killed.
-
- f ........ The player needs to eat.
-
- When stepped on while carrying food rations the odds are 50%
- that the food will be used up. When the player does not have
- any food with him the odds are 50% he will die from hunger.
-
- b ........ Black Knight.
-
- This adventure may be started by the sysop or by stepping on
- a "b". If started by stepping on a "b" the user must be in
- local mode or connected and 2400 baud or faster for the feature
- to start. A "B" will appear and move about every 2 seconds
- towards the user. The Black Knight will speed up a little with
- each move. In the end the user will be caught! When the Black
- Knight reaches the user he attacks and either takes away a
- weapon or if the user is unarmed the Black Knight kills him.
-
- Note:
-
- ALL Kills, user died, are followed by a visit to the doctors
- office and a visit from some tough guys working for my God
- Father's collection agency.
-
- c ........ Crook.
-
- When stepped on the player is robbed. He loses both some
- weapons and valuables. This is GOOD as it allows him to find
- more valuables in his explorations. The odds of a player
- dying is 50% is he doesn't have lots of offensive and
- defensive weapons. If a player is killed Bit Bucket will
- bring them back to life. In doing so he may take away some of
- their inventory and/or send them into a lower level of the maze.
-
- p ........ Wild boar.
-
- If a player has both a horse and spear then they automatically
- win the battle but they lose the horse and spear. If they have
- less than 2 offensive or 2 defensive weapons then they are
- routinely killed and left to Bit Bucket to revive however he
- wishes. If they have 2 or more of each offensive and defensive
- weapons then they are about 30% likely to die, 20% likely to
- be unhurt, and 50% likely to lose all their weapons.
-
- h ........ Horny princess.
-
- If a player has less than two valuables with him after a brief
- affair the princess kills him. If he can pay the price then
- he lives but loses all of his valuables. This is not always
- bad for the player as he can then find more and they might now
- be worth more points as he/she is in a higher level.
-
- X ........ There should be ONE and ONLY ONE of these in each maze level.
- It is the teleport location where any player teleported into
- this level of the game will be sent.
-
-
- ===== Technical How To: ================================================
-
-
- 1. Back up all of your original maze? and maze?.dat files if you
- haven't already done so.
- 1. Run Tdoodle after reading its documentation, loading and making a
- simple change to one of the maze raw data files like "Maze7".
- 3. Save the file, without any ansi graphics, under a new name like
- "Maze80".
- 4. Execute MazeUtil and convert the level 80 file you just made into
- a maze file, it will be called "Maze80.Dat".
- 5. Continue to use MazeUtil view the maze level 80 to see if your
- changes were incorporated.
- 6. If all still looks good teleport yourself into level 80 and after
- reviewing yourself to make sure you are really there exit the
- mazeutil.exe program.
- 7. Go through the steps needed to run maze under your own name and
- play around with the new level you are in. Note: don't try to
- use the "U" or "D" stairways as their are no maze files for levels
- 79 or 81.
- 8. When you become comfortable with the process do it for real adding
- a few more levels to the existing maze.
-
- Remember:
-
- a. To modify maze.CFG to set the new lowest level in maze.
- b. To add a "D" to what used to be the lowest level in the maze.
- c. Not to have a "D" in the newest lowest level.
- d. Have a "X" in each level for game teleporting.
-
- Note: At this time you have succeeded in developing the skills to really
- turn this door into something of your own creation!
-
-
- ====================== End of Maze.doc =================================
-
-