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TEXT_DMM_CREA.TXT
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1989-07-28
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This file came from a disk that I was given by Peter Hibbs of the
ICTARI programmers user group.Peter is currently working on a new game
in the Dungeon Master mould and he is interested in some new creature
creations.If you have a talent for art and would like to have a go at
some graphics for Peter,either contact him at the Ictari address or if
you like drop me a line here at Kelstar,include a blank disk,and I`ll
send you the disk of example pictures that are mentioned in this text.
I would have included them on this disk but there`s over 20 and there
just wasn`t enough room.*Bob*
DUNGEON MASTER CONSTRUCTION KIT
===============================
Notes on creating new creatures
-------------------------------
The Dungeon Master Construction Kit is a program in which a designer can
design a new dungeon layout complete with traps, puzzles, objects,
weapons and creatures. The dungeon itself uses the same graphics images
(walls, pits, etc) as the Dungeon Master game and most of the objects
provided are also the same. However, in order to make the game more
interesting for the player, a new set of creatures/monsters are being
added as well as a few of the original creatures. These notes provide
information on the drawing of the new creatures along with any
limitations, sizes, etc.
1. CREATURE DISTANCE
====================
When the 3D image is displayed the player can see up to three squares in
front of him, the square directly in front which will be referred to as
the X square, two squares in front is the Y square and three squares
away is the Z square. The squares to the left and right of these are
also partly visible.
Every type of creature requires three basic sizes, the largest size
where the creature is on the square immediately in front of the player
(X), the medium size where the creature is two squares away from the
player (Y) and the smallest size where the creature is three squares
away (Z). The largest image should be brightly lit, the medium image
should be slightly darker and the smallest should be darker still
(dependent to some extent on the colours available). The creature image
files supplied on the disk show examples of this.
2. CREATURE VIEWS
=================
In addition to the three different sizes of image there are up to five
different types of image for each size, the actual number depending on
the type of creature. For example, the 'mummy' has a front view, a back
view, a left side view, a right side view and an attacking view. Note
that since the left side view is just a mirror image of the right side,
it is only necessary to draw one which can then be used to generate the
other. Creatures which attack at close range (such as the scorpions,
skeletons, etc) only need an 'attack' image for the X size while
creatures which cast fireballs (such as the 'dragon') or spells will
need an 'attack' image for all three sizes.
Some creatures do not need the four views in each size. For example, the
'green ghost' (being see-through) and the 'beholder' do not have a back
or side view as they are always facing the player.
Other creatures may have two images for the front view, for example the
'giant wasp' has two images with its wings in two different positions to
simulate flying. The 'giant snake' and the 'green ghost' have two
different images (a left and right image) to simulate a swaying
movement.
3. CREATURE SIZES
=================
Creatures can come in two basic sizes, full width or half width.
Creatures which are full width (such as the 'dragon' and the 'scorpion')
require a whole square for the image while half-width creatures (such as
the 'mummy' and the 'skeleton') only require a quarter of a square. In
these cases up to four creatures may be displayed on one square. The
width of a full-width creature for the X size should be no more than 144
pixels and a half-width creature should be less than 64 pixels to allow
two creatures to be displayed side by side. The height of any creature
should be less than 100 pixels, the 'stone golem' being the tallest
example. In general, the sizes of the Y and Z squares is approximately
1.5 times less than the previous size.
4. COLOUR PALETTES
==================
Due to the limited number of colours available on the low rez screen
there are a number of restrictions on the colours that can be used for
creature images. There are 16 colours available for the images as
follows :-
Colour index 0 = Transparent ??? -
" " 1 = Grey 3 333 Fades
" " 2 = Grey 4 444 Fades
" " 3 = Dark brown 310 Fades
" " 4 = Cyan 066 Stays bright
" " 5 = Light brown 420 Fades
" " 6 = Black 000 -
" " 7 = Green 060 Fades
" " 8 = Red 700 Fades
" " 9 = See table below ??? Fades
" " 10 = See table below ??? Fades
" " 11 = Yellow 770 Fades
" " 12 = Grey 2 222 Fades
" " 13 = Grey 5 555 Fades
" " 14 = Dark blue 007 Fades
" " 15 = White 777 Fades
Colour index 0 is transparent and could be any colour since it will not
be displayed in the final creature image. When designing a creature it
is probably advisable to surround the image with a rectangle of another
colour rather than black so that the creature image can be seen easily.
Make sure, however, that the colour chosen does not exist in the image
itself. The examples on disk illustrate the technique where cyan is
usually used for the background colour although almost any other could
be used.
During the game, when the light from the lamp fades, most of colours in
the palette will dim to give the effect of darkness. The colours that
fade are shown in the table above. Note that colour index 4 does not
fade (since this colour is used for the cursor and other screen icons)
and so it is not advisable to use this colour in a creature image
(unless you want your creature to glow in the dark). The three digit
code against each colour is the palette code at full brightness.
Colour index codes 9 and 10 are slightly different because these values
will change depending on the creature being displayed. The other 14
colours will remain the same regardless of the creature being displayed.
If the colours used in a creature image consist entirely of these 14
colours, the creature may be used anywhere in the dungeon. However, to
get a wider range of colours for the creature images, colours 9 and 10
can be changed to the values shown in the table below. A creature image
can then use these colours, as well as the other 14. In the game itself
the colour palette will be changed when the player moves to a different
level, the palette used will depend on which creatures are present on
that level. For example, the 'dragon' image uses extra red colours while
the 'flying snake' uses extra green colours which means that these two
creatures cannot exist on the same level. Creatures that do not use
index colours 9 and 10 at all (such as the 'stone golems') can,
therefore, be used on any level regardless of the palette in use for
that level. The six alternative palette colour codes are :-
Palette No Index 9 Index 10
1 Gold 750 Pink 643
2 Red 1 400 Red 2 300
3 Yellow 1 650 Yellow 2 430
4 Blue 1 005 Blue 2 004
5 Purple 1 505 Purple 2 404
6 Green 1 040 Green 2 030
7 Brown 1 320 Brown 2 430
For example, to design a creature which requires several shades of blue
(such as the 'blue ogres'), colour index 9 would be set to 005 and
colour index 10 set to 004 with all the other colours set to the values
shown in the first table. The image files on the supplied disk use the
various palette codes shown in this table. A tip on designing a
creature: don't use too much black in the image, the shadows behind the
creatures give an illusion of depth (see the 'skeleton' images) and
shadows are difficult to create if the creature itself is predominantly
black.
5. IMAGE FILES
==============
The image files on the supplied disk are a few of the creatures images
captured from the Dungeon Master game and can be used as a starting
point for new creatures (it is easier to modify an existing image than
to create a new one from scratch) and they also provide some indication
of the scale of one image to another. Note, however, that these images
are not complete as some views of some creatures have still to be found.
The PICTURE1.PC1 to PICTURE4.PC1 files are images of the dungeon and can
be used to see what a creature looks like in the dungeon. Be sure to
take a back-up copy of all the files before designing any new ones or
modifying existing ones.
Any picture files returned should be in Degas PC1 format, if possible.
6. GAME ENDING
==============
One part of the game that has not yet been finalised is the method of
ending. In Dungeon Master the game ended when the Wizard was killed
while in Chaos Strikes Back the object of the game was to throw four
pieces of Corbamite down a pit. With the Dungeon Master Construction Kit
it would be better if the designer could somehow choose a new game
objective and also define the type of ending, perhaps a message or image
(supplied by the designer) could be displayed on screen when the games
objective has been achieved. Any ideas on this subject would be welcome.
7. DISK FILES
=============
A list of files on the disk is shown below with the palette idents :-
--Filename-- Palette No
BEHOLDER.PC1 3
DRAGON1.PC1 2
DRAGON2.PC1 2
GHOSTS.PC1 -
GOLEM.PC1 -
KNIGHT.PC1 -
MUMMY.PC1 -
OGRE.PC1 4
PLANT.PC1 6
RAT.PC1 7
SCORPIO1.PC1 3
SCORPIO2.PC1 3
SKELETON.PC1 -
SNAKE.PC1 6
SPIDER1.PC1 1
SPIDER2.PC1 1
WASP.PC1 1
WIZARD.PC1 -
WORM.PC1 5
PICTURE1.PC1 Dungeon image
PICTURE2.PC1 " "
PICTURE3.PC1 " "
PICTURE4.PC1 " "
The creature image files that have no palette number do not use colour
indexes 9 and 10 and can, therefore, be used with any palette.
Note. Supplying a new creature image does not guarantee its inclusion in
the game. Anyone supplying an image which is used in the final game
will, of course, get a free copy of the program when it is finished so
don't forget to supply your name and address with the disk.
Please send any new creature images to :-
Peter Hibbs
63 Woolsbridge Road
Ringwood
Hampshire
BH24 2LX