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Amiga ACS 1997 #6
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amigaacscoverdisc1997-061997.iso
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darkchild
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game.readme
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1997-11-05
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Darkchild
=========
This is my excuse for a manual for this demo :)
1. What is Darkchild ?
----------------------
Darkchild is a game in the style of Eye of the Beholder, only that it runs
on 640x480 and Supports GFX Boards. Later-on it will also support AGA, currently
it NEEDS a GFX Board. Also you should have a strong CPU and much RAM (i might
later add PowerPC Support using WarpOS, not yet decided...). The problem is
that 640x480 really needs some CPU time.
Darkchild is done by MWI (Memory Wasters Inc.) which would be myself
(MagicSN@Birdland.es.bawue.de) and Gee. I myself am the main coder, but much
of the code is also done by Gee. GFX and Design is completely done by Gee.
What are other works from us ? I myself am the coder of rtgmaster.library (which
is needed for Darkchild), Gee did some of the GFX of the commercial game Nemac IV.
BTW, there is another game project by another party called "Child of Darkness".
Don't confuse "Child of Darkness" with "Darkchild" (i used the name first, BTW,
but i don't bother, if the other party changes the name of their game or not...).
BTW: Ignore the "Kurzen Moment" (One Moment) Message at startup.
2. What is this demo ?
----------------------
It is a nonplayable-demo and also a 3D level editor.
3. Keyboard
-----------
NOTE: This will NOT be the final Keyboard stuff...
7,9 : Turn Left, Right
8,2 : Walk Forward, Backward
y : Save
x : Quit
q : Place a Textured Cube with Texture 1
w : Place a Textured Cube with Texture 2
u : Place a Textured Cube with Texture 3
e : Place Floor 1
r : Place Floor 2
t : Place Floor 3 (Does not work currently)
z : Place Floor 4 (Does not work currently)
a,s : Place sloping Texture (one key for each direction)
Note: You need to place a back-cube behind the Slope !!!
d : Delete the texture cube just in front of the player
f : Place a stairway (no final GFX available yet, only allowed in
1 field wide hallways, all heights possible)
4. Some notes for Level Editing
-------------------------------
There is no check if you try to place a texture-cube out of the Dungeon-Data,
currently. Always have a look at the number-data displayed on the top of the
Screen. This version is not REALLY user-friendly, there will come an update
later.
Always the last compilation was done by Gee, and he KEEPS ON replacing all
English texts with German texts... i gave up hindering him in this (i'll
change it back to English, when the game is completed :) ) (He would change
it back to German anyways, when he changes something in the source again :) )
Some short hints for people who don't know German (and also for the others):
X/Y/Z : Position of the Player in the current Dungeon (A Dungeon is 60x60x60,
yes, you can do true 3D, with the final game, items to FLY will be
available, like Flying carpets :) )
POSS : Position in the Array (only for debugging purposes)
VOR/HINTEN/RECHTS/LINKS/OBEN/UNTEN: Place left in the Front/Back/Right/Left/
Upward/Downward.
If "VOR" is 0, you should not place a new cube at this position.
5. Mouse Support
----------------
Still rather uncomplete. Not yet have time to write some docs, either. Also,
some functions access files that don't yet exist.