home *** CD-ROM | disk | FTP | other *** search
- =========================
- INTRO TO THE BETA RELEASE
- =========================
-
- Realm of Sendai is a role playing game for the Amiga computer.
-
- It has been strongly influenced by certain Japanese animated series.
-
- The game has been designed around what I have termed a histrionic
-
- model; wheras many CRPGs concentrate upon either puzzles (Monkey
-
- Island) or combat sinulation (Ancient Domains), this game is meant
-
- to concentrate upon developing a narrative. My undergrad thesis was
-
- on reader response literary theory, so this type of game design is
-
- of particular interest to me.
-
- When finished, I plan to upload both the game and its source
-
- to Aminet as a public domain distribution. One of the great things
-
- about the Amiga is the programming community; PD/Shareware titles
-
- distributed via Aminet & Fish Disk have kept the machine compeditive
-
- long after the death of Commodore. This program is my humble attempt
-
- to keep this tradition alive and to thank all those programmers
-
- who have come before. Amiga Forever!
-
- Permission is granted to copy this archive in its entirety
-
- so long as no profit is made from doing so. The game may be included
-
- in a PD collection or on a cover disk; if you do so, I'd appreciate
-
- a copy of the magazine. Permission is granted to Aminet and Fred
-
- Fish to redistribute this archive as they see fit. In fact, permission
-
- is granted to Fred Fish to do whatever he likes with this archive-
-
- smoke it, stuff it down his pants, he's earned it :]. All characters,
-
- locations & events are (C) Joseph Hewitt.
-
-
-
- ============
- INSTALLATION
- ============
-
- Unpack the archive; move amos.library to your libs: folder
-
- if it isn't there already. That should be about it.
-
-
-
- ========
- FEEDBACK
- ========
-
- This game is nearing completion, but there are still lots of
-
- things that need to be tweaked and preened. One of the things that
-
- I'd like to hear back on is character balance. How do the various
-
- party members stack up? Is there anything which is overbalancingly
-
- powerful, or underbalancingly useless?
-
- My second concern is somewhat related to the first. How is the
-
- game in terms of challenge and problem solving? As noted below, puzzles
-
- aren't my primary concern, but I would like the game to require at
-
- least a little bit of thought. Is there enough secret treasure in
-
- the dungeons? (I suppose that if you haven't found any, you'd have
-
- to answer "no")
-
- Finally, I'd appreciate more comments on the narratives, the
-
- animations, and the characterizations.
-
-
-
- ======
- FUTURE
- ======
-
- In the future, the PC Equipment menu will be
-
- upgraded to show a picture of each item. I may also add something
-
- to display an item's function, but as the game takes place on a low res
-
- screen there's a finite limit to the amount of info that may be
-
- displayed.
-
- The big thing to do for the next release will be to design
-
- more of the adventure. I think that most of the big programming has been
-
- done; the rest of this project will be data entry. :[
-
-
-
- =================
- SUGGESTED VIEWING
- =================
-
- To prepare for this game, the author reccomends that the
-
- following anime titles be rented & watched in no particular order.
-
- This should provide adequate knowledge of the staples of the genre!
-
- Combustible Campus Guardress(*)
-
- Iria : Zeiram - the Animation (Pioneer)
-
- Heroic Legend of Arislan (U.S. Manga Corps)
-
- MADOX-01 (AnimEigo)
-
- Nausicaa of the Valley of the Wind(*)
-
- Ranma 1/2 (Viz Video)
-
- Riding Bean (AnimEigo)
-
- * Not commercially avaliable in North America at this time.
-
-
-
-
- CONCEPT AND THEORY (long-winded, pretentious, and not important)
-
- This program began as a personal experiment in RPG design. Role
- playing games on computer have traditionally concentrated upon puzzle
- solving rather than story telling. In the 80s, there were several
- attempts to reverse this trend... remember the ``Interactive Novel''?
- Many of these programs attempted to boost the narrative aspect of the
- game by providing the player with a greater freedom of action, but
- for the most part retained the fixed-series-of-puzzles pattern that
- has been used since Adventure.
- A few years ago, I played a fairly simple SNES game called
- Final Fantasy II. Despite the fact that the game lacked the complexity
- of most contemporary computer games, I was enthralled...
- though the ``story'' was not necessarily interactive, it was
- certainly involving. The player is assigned a role in the story,
- but does not necessarily get to direct the action. Instead, he/she is
- involved through taking part, through being given emotional cues,
- and through other theatrical measures. In other words, the player is
- drawn into the game in the same way as a reader is drawn into a book.
- According to Wolfgang Iser's literary theory, a good book will
- provide the reader with adequate room to imagine. Having just completed
- my degree in English, I decided to see if I could build a computer
- game around this principle. The engine of said game is what you see
- before you now... Let me know what you think!
-
-
-
- =======
- CONTACT
- =======
-
- email: ataraxia@thezone.net
-
- phone: (709) 635-7178
-
- smail: Joseph Hewitt
- Box 370, Rr 2
- Cormack, Newfoundland
- A0K 2E0 Canada
-
-
-
-