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- Day One
-
-
-
-
- Plea for Support
- This game took many long hours and caused much mental anguish to
- the programmer. If you enjoy playing it please register. When you do you
- will receive the complete version with saving enabled and all the stats of the
- various things in the game plus you will receive the next version for only $3
- (to cover disk costs). If you register it will allow me to make much better
- games for you to play , so please send $27 to :
- Jed McCaleb
- PO Box 9115
- Bekeley, CA 94709-0115
-
- International Customers: Please include a check payable in US dollars
- with your registration; most banks can issue such checks on request.
- Canadian customers may send $27 US, all other international customers
- please include $33 US.
-
-
- If you have any comments about the game feel free to write either the
- above address or cmiles@comp.uark.edu.
-
- Day One should be distributed with all of its companion files-
- Day One v1.0
- This Document
- Map1
- Map2
-
-
-
- The Rules
- In Day One each player assumes the role of a god. Each god has an
- incarnation that lives in the world. The object of the game is to kill all the
- other incarnations in the game thereby ridding the world of any other god's
- influence but your own.
- Only the Computer Player's incarnations can attack other incarnations
- directly. Human players must find other ways to kill their enemies.
-
-
- Things
- In Day One there are five different kinds of things that can be placed in
- the world. These are, terrains, tribes, characters, monsters, and incarnations.
- Terrains- these make up the map in which the rest of the things move
- about. You can place one terrain for free each turn. Each terrain has a
- different cost to move into. Some things can not move into certain terrains.
- Example: Dwarves can't move into the ocean.
-
- Tribes- A tribe is the predominate race that lives in one area of the
- map. Only one tribe may exist per area. Tribes can cover more then one area.
- So if your incarnation is in one area charming a tribe he is charming the
- whole tribe not just that local population. Tribes can be influenced by your
- incarnation. If you make the tribe like you enough you will have control over
- the tribe. You will then be able to tell the tribe where to expand into and
- where to attack. Characters or Incarnations can't hurt a tribe. Monsters can. If
- a character or Incarnation is in an area with a tribe that doesn't like it there is
- a chance that the tribe will attack the character or incarnation.
-
- Characters- Characters can be influenced by your incarnation and taken
- control of as well. If you gain control of a character you can tell it where to
- move and who to attack. Characters can attack monsters, incarnations, or
- other characters.
-
- Monsters- Basically do what they want in the world. Your incarnation
- can't charm monsters. They have a chance of attacking the tribe in there area
- if they don't like it. Monsters can quickly destroy a tribe if they are allowed to.
-
- Incarnations- These are the form your god takes once time starts.
- Each of these things can charm characters or tribes, this has a chance of
- making the character or tribe like the incarnation more. Incarnations can also
- spoil. Spoiling has a chance of decreasing the feelings of a character or tribe
- for any incarnation, character or tribe that you choose. Incarnations can attack
- characters or monsters. Only the computer's incarnations can attack other
- incarnations.
-
-
-
- Characteristics of Things
- Things have different characteristics, these are alignment , power,
- health, growth, charm, and aggression.
-
- Alignment- Alignment is a measure of how good or evil the thing is.
- 100 being very good and -100 being very evil. Alignment effects the feelings of
- things for each other, the greater the difference the more animosity there is
- between them. Monsters, characters, tribes, and incarnations all have the
- Alignment characteristic.
-
- Power- This is a measure of the general fighting ability of the thing.
- When two things fight their powers are compared. The higher power has a
- greater chance of hitting and will inflict more damage. Monsters, characters,
- tribes, and incarnations all have the Power characteristic.
-
- Health- This is a measure of how much more damage the creature can
- sustain before it dies. Health is recovered at the beginning of each creatures
- turn at a rate dependent on the type of creature. Some heal very fast like the
- Imp others not at all like the wrath. Monsters, characters, and incarnations all
- have the Health characteristic.
-
- Growth- This is a measure of how fast the tribe grows each turn. This
- number is only relative to others of the same type of tribe. All tribes start out
- with growth 50, but this does not mean that they all grow at the same rate.
- The exact growth rate of the tribe depends on what kind of tribe it is and
- where it is located. Elves in the forest grow much faster then Elves on a
- glacier. Goblins grow faster then Treents, etc. Only tribes have the growth
- characteristic.
-
- Charm- This is a measure of how able the incarnation is to influence
- characters and tribes. When an incarnation tries to charm or spoil its chance
- of success is based on the thing's feelings toward the incarnation and the
- incarnation's Charm. Only Incarnations have the charm characteristic.
-
- Aggression- This determines how likely a character or monster will
- attack or how fast a tribe will try to spread itself. A really aggressive monster
- will even attack things of its own alignment.
-
-
- The game starts in the mutate phase. Each God gets 30 flux a turn
- during this phase. During this phase nothing moves or takes any action on
- the map. The action phase can't be started until every God has an incarnation
- placed on the map. During the action phase each god gets only 15 flux a turn.
-
-
-
- God Actions
- There are three things you as a god can directly do create, modify or place.
-
- Create- Everything in the world has to be created by a god. You select
- the things to create in the Forge window by clicking on its picture. Each thing
- has a different cost to create. Once a thing is created you immediately have a
- chance to modify it. Then the thing goes into limbo to await placement on the
- map.
-
- Modify- You can modify every thing in the game but terrains. You can
- change the values of the thing's various stats. You can change the thing's
- name. You can change which deity the incarnation is of. Any time you
- change something's stats it costs flux. You can modify anything that is in
- Limbo.
-
- Place- You can't place a thing on the map if you just created it or you
- modified it.
- It cost 5 flux to place everything except the first terrain you place each turn. To
- place something drag its picture from Limbo to the place on the map that you
- want it to be. You can't place things in invalid areas, such as placing a terrain
- where there is already one, placing a thing somewhere it can't move into,
- placing a tribe where there is already a tribe, etc.
-
-
-
- Incarnation Actions
- Once action starts there are four different things your incarnation can
- do, move, charm, spoil, or attack.
-
- Move- You can move your incarnation by dragging its picture from
- thinginfo to the place on the map you want it to go. It will move there if the
- area is adjacent to its current area, it is allowed to enter that terrain, and it has
- enough movement points to do so.
-
- Charm- You can make your incarnation charm something by selecting
- charm from the radio buttons in the thinginfo window. Charming is your
- incarnations attempt to befriend and influence either a tribe or a character.
- You can only charm the tribes and characters in the area you are in. The more
- the thing likes you the greater your chance of charming it. It takes 5
- movement points to charm something.
-
- Spoil- You can make your incarnation spoil something by selecting
- spoil from the radio buttons in the thinginfo window. Spoiling is the
- opposite of charm you are spreading rumors and setting a character or tribe
- against another character, tribe ,or incarnation. You can only spoil the tribes
- and characters in the area you are in. The more the thing likes you the greater
- your chance of spoiling it. It takes 5 movement points to spoil something.
-
- Attack- You can make your incarnation attack something by selecting
- attack from the radio buttons in the thinginfo window. You can attack any
- character or monster that is in your area. It costs 7 movement to attack
- something.
-
- Once you control other things beside your incarnation you will be able to tell
- them what to do as well.
-
-
-
- Misc
- More then four things can be in each terrain though there are only four
- spaces for the icons. Click on the terrain to see the rest of what is there. This
- brings up the areainfo window. Clicking on any of the things in this window
- will bring up the thinginfo window.
-
- The feelings displayed in the areainfo and thinginfo windows are the things
- feelings for the current player's incarnation. Negative numbers for feelings
- mean that the thing likes you.
-
- When an incarnation is placed , if the god it is representing has other
- incarnations in Limbo they are destroyed.
-
- Holding down the space bar turns off the sound. You can do this during the
- rest of the world's actions to speed things up. While caps lock is on the sound
- will be off.
-
- If you register you will receive all of the stats on all of the different things that
- you can create.
-
-
-
- Legal Stuff
- The Day One program and this documentation are Copyright © 1995, by Jed
- McCaleb. It may not be distributed commercially without permission. The
- unregistered version of the program may be redistributed non-commercially
- (electronically or magnetically) as long as all of the files are kept together and
- are unmodified.
-
- While Day One has never caused any problems on any of the systems that I
- tested with, I cannot guarantee its performance on your system. I can not
- responsible for any damage to hardware, or software caused by the Day One
- software.
-
-