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-
- DOGS v1.0
-
- Code and graphics by Ronny Wester
- (C) 1994 Ronny Wester
-
- Written using Borland Pascal 7.0,
- the shareware graphics package SPX 2.0 by Scott Ramsay
- and
- the DSMI sound library by Otto Chrons and Jussi Lahdenniemi (Pascal version).
-
- --------------------------------------------------------------
- This game is freeware, feel free to spread it around.
- If you like it, I'd appreciate a postcard to boost my ego ;-)
-
- Ronny Wester
- Ostbergahojden 8, 1tr
- S-125 73 Alvsjo
- Sweden
-
-
- Enjoy!
- --------------------------------------------------------------
-
- Updates:
-
- Beta #2:
- This version of Dogs has been updated in many ways. Most notable is the
- addition of digital sound fx and music by ways of DSMI. Also courtesy of DSMI
- is a timer interrupt handler which dynamically adjusts the gamespeed. Thus both
- the cycles per frame and the VSync settings are gone now.
- Bad guys have learnt how to negotiate obstacles in their paths. They are
- not particulary bright about it but make up for it with persistence. It can be
- quite spooky when the bad guy you know you saw behind that wall has disappeared
- - only to reappear from behind sometime later!
- Missions consist of walking around nuking enemy machines (CM/2:s?) into
- oblivion. A target requires a direct hit from a grenade to be destroyed. Don't
- waste your grenades!! Bad guys can be disposed of by any weapon. Powerguns and
- grenades can kill anything with one shot.
-
- Beta #3:
- GUS sound fx are still NOT working, but I have located the problem.
- Some bugs have been fixed, most notably the one that caused the second player
- in two player games to always fail missions.
- Mission targets can now be destroyed by any weapon, but if the weapon is puny
- it will require some persistence 8-)
- The background maze is now somewhat less mazey, thanx to the addition of rooms.
- Some assorted junk has been added all over the place. It serves no purpose
- what so ever other than getting in the way, obscuring vision and trying to
- add some atmosphere. Everything but walls can be blown up.
- Some mission have "mobile targets". These are big black-armoured guys with
- mean guns and lots of armor. They count as mission targets and have to be
- eliminated before you can use the exit.
- Scoring has changed. Average scores in beta #3 are higher than beta #2.
- Also, more statistics are kept.
- Missions are now generated slightly differently:
- Each campaign has a "theme" of sorts (same wall texture, similar colors &
- maze layout) and the missions stick to it. The baddies in the missions are
- now generated in such a manner as to present a steadily increasing difficulty
- level as missions are completed. You also get a simple briefing before the
- mission to enable you to pick your weapons in a sensible manner.
- NOTE: sometimes the actual number of mobile targets is lower than the
- briefing claims. The actual number of remaining targets is displayed in
- top center of the screen during mission play.
- Roughly ten percent of the bad guys created are now "awake", ie out to get
- you right away!
- Last, but not least, the joystick code has been rewritten (with kind assistance
- of Christian Wagner. Thank you!). Hopefully this will eliminate the problems
- I've had (sometimes right on stick causes character to "wobble", alternating
- left or right).
-
- Beta #4:
- ------IMPORTANT------------
- If you have trouble making selections in the mainmenu your stick is probably
- miscalibrated. Disable the stick entry in the ini file (set it to 0) and
- reselect/calibrate.
- ---------------------------
- GUS sound finally working.
- The three player characters now have different weaponry selections.
- Available equipment has changed somewhat:
- - close combat chainsaw. close combat rating raised with [value].
- Normal close combat is 1. A chainsaw you find in game has value 10.
- See INI-section for related sound fx.
- - Armor add on. Raises your max armor by [value] and also restores you to full
- armor. In game addons have value 10.
- - New grenade launcher (MegaGun). The old launcher has had its power reduced.
- The old one is now mainly for use against baddies.
- The new one is very powerful but has little ammo.
- You can NOT find one of these during a mission.
-
- Beta #5:
- Reverted back to mercenary style game play, ie you earn money from missions
- and have to pay for your equipment. Also, you now win when you complete ten
- missions. High score list contains more info. The exit is now operational at
- all times, but exiting without completing will force you to replay the mission
- - without the positive cash flow from a completed mission!
-
-
- v1.0:
- Some minor tweaking of bonus time limits and weapons/ammo costs.
-
-
- Background story:
-
- Everyone familiar with Warhammer 40k or Space Hulk/Crusade/Marine?
- More or less the same thing 8-)
- You (and optionally a buddy) assume the roles of [insert favourite martial
- profession here] and are sent on missions.
- All missions consist of collecting objects/wasting baddies/blowing up enemy
- installations and then head home.
-
-
- Gameplay:
-
- Gauntlet-style top down 8 way scrolling view.
- View is line of sight shaded so you can't see past walls.
- Walk around blasting baddies into oblivion. No puzzles as of yet.
- Bad guys sleep until spotted when they become active and try to kill you in
- your average computer-game-bad-guy kind of way. Some, however, are "awake" and
- will come for you.
- Use the automap to locate your targets (they are highlighted on your map
- from the start - as is the exit). You can destroy targets with any weapon and
- some persistence. You can NOT destroy a target or any other structure with
- close combat, ie you need a weapon and some ammo.
-
- From beta #5 missions are slightly more varied:
- - Collect a certain number of objects from the ship/base.
- These objects are vital documents left behind as the ship/base was evac'd
- in a hurry: papers, folders, disks and circuit boards. Oh, and if you could
- collect some of the admirals daughter's Teddy bears he would be ever so
- pleased. He can't get any work done when she's upset.
-
- This do NOT show up on the map - until found of course - but there are
- always AT LEAST twice, more often three, times as many objects scattered
- about as is required for completing the mission.
-
- - Eliminate/retire/kill/slaughter a certain number of opponents.
- This doesn't need further explanations, does it?
-
- - Blow target installations to smithereens.
- Same as before. These still show up on the automap.
-
- - Combinations of the above.
-
- [NOTE: In beta #5 the exit is operational at all times, HOWEVER if you exit a
- mission without completing all objectives you have to replay the ENTIRE mission.
- You will have earned very little money with which to replenish your equipment]
-
-
- Controls:
-
- Fully definable (in game). Joystick(s) supported.
-
- Menu controls:
- Arrow keys + Enter or joystick (if selected).
-
- In game fixed controls:
- Esc - quit to main menu
- F1 - press and hold for map
- [NOTE: The map key is now redefinable. It is not saved 'cause I forgot]
-
- Default controls for players:
-
- Player 1: Arrow keys, left Ctrl to fire and Enter to change weapon.
- Player 2: Keypad "arrow" keys, right Ctrl to fire and Alt Gr to
- change weapon.
-
- As you can see the layout is not suited for two player games as is. The
- defaults are set for comfortable one player mode.
-
- Joysticks:
- Upon selecting joystick control you have the option of calibrating the stick.
- You should do this initially. *** Settings ARE saved in DOGS.INI. ***
-
- NOTE: If you hold [change weapon] down whilst moving your character will not
- turn. This allows sideways and backwards moving. To change weapon you
- must press and release [change weapon] WITHOUT moving!
-
- NOTE: In beta #3+ there are two modes.
- You can select them from the Options page:
-
- Move while firing only when strafing:
- If you press and HOLD [change weapon] while you are firing, you can move
- about. You will not change direction while doing this. If you are not holding
- [change weapon] you cannot move while firing.
-
- Move while firing always:
- Shooting does not impair your ability to move around at all.
- Holding [change weapon] still prevents your character from changing direction.
-
-
- Completing missions:
-
- You complete a mission by
- a) attaining the required goals.
- b) making it to the exit.
-
- An ALERT sign will appear on screen whenever bad guys are close. Note that they
- will occasionally be within sight before the Alert lights up. The Alert sign is
- mainly to avoid running into nasty surprises as you turn corners 8-).
-
- Bad guys are more intelligent in this version (although marginally so) and
- will try to find their way around obstacles to get to you once alerted to
- your presence.
-
-
- Goodies:
-
- In each mission the following items can be found:
- Extra armour, 2 * [mission] (twice that in two player mode).
- NOTE: In this version armor bonuses have the effect of restoring your armor
- to initial values. If your'e already at the top you cannot pick it up.
- Extra lives, 1 per player.
- Armor addons, 2, as armor but also increases armor beyond initial values.
- One weapon.
-
- Weapons:
-
- All your weapons come with advanced Friend-Or-Foe targetting systems making
- it entirely impossible to hit any comrades 8-)
-
- Your hands: walking into bad guys hurts them.
- (some bad guys hurt you too...some quite a lot)
- Chainsaw: Increases the close combat damage inflicted. You do not need to
- activate the chainsaw in any way, merely carrying it is sufficient.
-
- Very much out of order, you figure out which is which:
-
- PowerGun: Very high impact, long range, low rate of fire.
- Blaster: Fair impact, fair rate of fire.
- Minigun: Fair impact, high rate of fire, short range.
- Flamer: Low impact, short range, high rate of fire(!). Easy to hit with!
- Launcher: Grenades. fair impact. Low rate of fire.
- MegaGun: Grenades. VERY high impact. Very limited ammo!!
-
- Note: when firing a weapon your character will grit his teeth. You may not
- fire again until your character stops doing this and raises his gun again.
- It is quite possible to hold the fire button down of course.
- Changing weapon also enables immediate fire.
- You may not move and fire simultaneously unless you hold [change weapon] or have
- selected 'Move while firing always' on the Options page.
-
-
- Bad guys:
-
- The opponents come in six flavors:
- Basic mutant zombie: Slow, stupid (even for a bad guy that is) and weak
- (no close combat capability). Wimpy guns.
- Mutant zombie with goggles: Equal to you but with inferior firepower.
- Blood red mutant zombie: Fast and deadly (take 'em out fast!).
- Black mutant zombie: Even faster.
- Cyborg: Very slow but very strong. Powerful guns, but low rate of fire.
- Big baddie: Cyborg++. Bad news.
-
-
- Automap:
-
- Press and hold F1 (or whatever you defined) to see the automap.
- (If you have a four button joystick and have not selected joystick for the
- other player you can use button three as well).
- Action pauses. Remaining targets are red blobs, exit is cyan blob, useful items
- are small cyan blobs. Mission items are small red blobs.
- Players are white and yellow dots with rectangles around them.
- Enemies are NOT shown.
-
-
- Options screen:
-
- Split screen mode (two player games):
- Never - players have to stay on the same screen.
- Always - players always have their own screen (default).
- Often - Split screen whenever players stray about half a screen apart
- Seldom - Split only when necessary
- Player 1 is always to the left, player 2 to the right.
-
- Music & Sound fx on/off
-
- Movement options:
-
- Move while firing only when strafing - see movement.
- Move while firing always - see movement.
-
- Campaign:
- Zero, Seventeen or 4711.
- Equivalent to commandline switch -c0, -c17 and -c4711.
-
- 2 Players:
- Pool lives or separate life counts.
- When lives are pooled a character about to die will instead "steal" a
- spare life from the other player (if that character has one of course).
-
-
- Command line options:
-
- -cn Play campaign n (n is an unsigned int).
- This value is used to form the random seed when generating missions.
- Default is 0. If n is omitted a random campaign will be chosen.
-
-
- INI file options:
-
- The INI file is divided into sections.
- Sections [Player1] and [Player2] store settings for player 1 & 2. They are
- automatically updated by DOGS.
-
- [Sound] section:
- bang=<enter file name of raw sample w/o extension>
- powergun=
- blaster=
- minigun=
- flame=
- pickup=
- switch=
- kill=
- laser= *NEW* Used for baddie cyborg guns
- chainsaw= *NEW* you figure it out 8-)
- poof= *NEW* Used when blowing up the junk scattered about
- Set the related sound to be the specified sample. Default is none.
- Note: DOGS append .RAW to specified filenames. The files have to be in the
- current directory. You can NOT specify a path.
-
- irq=x
- dma=x
- Set irq and dma (of your soundcard) to x. If omitted DSMI autodetects
- (default and usually sufficient).
-
- 486=true or false
- Enables 486 support in DSMI, default is false
-
- quality=true or false
- Enables DSMI quality mode for 8bit cards. Not applicable for 16bit cards.
- Default is off.
-
- [Music] section:
- menu=<amf filename - WITHOUT extension> AMF to be played in menus etc.
- credits= Credits page
- success= When completing a mission
- failure= When killed
- famous= Hall of fame
-
- level=
- level=
- ...
- DOGS will alternate between the specified level AMFs in a circular
- fashion.
- .AMF is appended to all filenames.
- The files must reside in the current directory.
- AMF is a format by Otto Chrons, used in his DMP mod player and the DSMI library
- - which was used for all sound in Dogs. You can probably find AMFs on your
- favorite ftp-site or you could convert some other music file to AMF.
- A converter is included in the DMP package.
-
-
- Known bugs:
-
- PROBLEM: Occasionally bad guys appear on screen when a mission starts and then
- immediately vanish.
-
- CORRECTED: In order to ensure that no bad guys are on screen at the start
- of a mission I set them up after the players. What can occassionally be
- seen at the start of a mission are the guys left over from last mission.
- As soon as the fade is complete they are reset and promptly disappear off
- screen as they are relocated. I now clear the bad guys before doing the
- fade.
-
- PROBLEM: Hard to get out of the Credits page.
- CORRECTED: This was lazy coding. To get a pause between the two pages I had put
- in a delay when a page finished. What happened was that a keypress caused a
- page to abort, then came the delay and after the delay the key was no longer
- down so it started on the next page. Sloppy!
-
- PROBLEM: Main menu refuses to accept commands.
- This is apparently related to the joystick routines.
- It has been somewhat fixed. If you select joystick without calibrating you can
- still get this behaviour. Unfortunately you'll have to reset. Dogs should
- detect the anomaly when you start it again. Otherwise set the corresponding
- stick= entry in DOGS.INI to 0 manually.
-
- PROBLEM: Player characters can get hopelessly entangled.
- CORRECTED: The code has been changed to hinder movement only if characters
- approaching each other would get entangled. Two characters may now ALWAYS move
- away from each other.
-
-
- Things to come:
-
- NOTE: This is probably the final version of Dogs, at least for the time being.
- I will work on other things now and may or may not do any more work on Dogs.
- I have considered removing this section from this file but decided to leave
- it in for no particular reason.
-
- NOTE: Well, I am considering doing a level editor and abandoning the random
- stuff. We'll see...8-)
-
- x More varied missions. A mission will consist of teleporting in - as today -
- completing assigned goal(s) and making it to an exit.
- Ideas of goals:
- Kill target bad guys *** Implemented, at least somewhat 8-) ***
- Retrieve certain item(s)
-
- As of beta #5, I am content with this.
-
- + More bad guys
- Basically, more variety.
-
- x Better game areas (more like floor plans)
- This has already started somewhat. Hopefully i can improve on it.
-
- + Designed, rather than randomly generated, levels
-
- + Doors
- Maybe, maybe not.
-
- + Possibility to destroy parts of walls
- Ditto.
-
- x Mission briefings. Targets and expected opposition.
- Done.
-
- x More intelligence in bad guys (ie can get past obstacles). (DONE)
-
- x Sound (DONE)
-
- + Have characters be "pushed" when hit by bullets.
- Unlikely to happen.
-
- + Fix explosions. Currently the blast goes through walls and the effect is not
- lessened by distance (it's all or nothing).
- Probably blasts will not be FOF-sensitive either 8-)
-
- x Credits screen. So do come up with some nice ideas 8-) (DONE)
-
- x High score list(s). (ONLY ONE SO FAR...)
- I am considering keeping a few lists: top score, most kills, most missions,
- best hit/shots fired ratio or something like that...
-
-
- Suggestions and ideas welcome.
- Bug reports not exactly welcome but appreciated none the less 8-)
-
- Ronny Wester
- ronny@rat.se
-