InsideADRIFT ISSN 1743-0577
1
Issue 25 September/October 2005
Contents
News and announcements.
1. Main news
(ModuleMaker
)
1. Competition news
(Summer Competition results; Game of
the Year Comp rule changes
)
2. Forum news (
Regular features
2. Editorial
3. Drifters birthdays
3. Events diary
2. Drifters Toolbox: DAZ Studio out of
beta.
5. ADRIFT recent releases
9. InsideADRIFT merchandise
Articles
3. Drifters think about …. how they
will be writing in the future
5. What Were You Thinking…. By
David Whyld
7. Modules: a missed opportunit y.
By Ken Franklin
Reference
8. Manual:
Battle System
Issue: 25 (Sep/Oct 05)
Issue 26 due out 26 November 05
News and announcements
ModuleMaker: a helpin g hand for ”drifters
A small utility has been released on the InsideADRIFT website that is
designed to allow swift creation of the barebones of an ADRIFT
game. Currently a very basic text application, written in BBC Basic
by Ken Franklin, compiled into a Windows executable. It has its own
file format, but the main aim is to export the files as an ADRIFT
module (.amf) file that can be imported into ADRIFT Version 4.0.
Currently the program can handle rooms and objects, with a handy
facility that allows you to enter object names within curly brackets
into the room description (and also the descriptions of other objects).
The text is then parsed to remove the curly brackets and give you
the opportunity to enter the details of each object.
Competition news roundup
InsideADRIFT Summer Competition 2005
The results of the Summer Competition have been announced on
the forum and were as follow.
1. "Target" by Richard Otter (14pts)
2. "Lights, Camera, Action!" by David Whyld (13)
3. "Can It Be All So Simple." by The Dominant Species (10)
4. "Must Escape!" by Robert Rafgon (9)
5. "Regrets" by David Whyld (5)
A decent competition, with enough judges to give a fair result
InsideADRIFT Game of the Year Competition
The final event of the ADRIFT competition calendar is the Game of
the Year competition in December (rules can be found at
http://
www.adriftwiki.org.uk
).
These rules have been updated to automatically include the winners
of ADRIFT competitions and the best placed ADRIFT games from
the IF Comp and Spring Thing.
pg_0002
InsideADRIFT Issue 24 July/August 2005
2
Editorial
That‘s the Summer over, an
oddly British combination of rain
and draught.
I‘d like to take the opportunity to
wish survivors of the American
hurricanes all the best. How on
earth do you even exist when all
of the facilities you rely on are no
longer available.
In this issue drifters put forward
a few of their wishes for the next
version of ADRIFT, whenever
that emerges.
David Whyld takes a swipe at the
number of games that seem to
escape onto the adventures page
without any attempt to tame
their wilder excesses. It is a call
to look before you leap, rather
than an attack. It gives some
advice that new authors would
do well to heed if they really
want to start their relationship
with the community in the right
way.
KF
Contact
Send any suggestions, requests
or comments about the
newsletter to:
editor@insideadrift.org.uk
Find the newsletter at:
http://www.insideadrift.org.uk/
InsideADRIFT merchandise
You can now purchase an
exciting InsideADRIFT mug, if
you so desire. It has been
updated with the new logo.
The store is really not fully
operational, if you are interested
look at
www.cafepress.com/insideadrift
More details can be found on
page 9.
W ider IF Community
2005 Interactive Fiction Com petition
We are now very close to the start of judging in the IF Comp, and it
looks like ADRIFT representation is up (the last two years David Whyld
has had the only entry). A thread on the forum suggests at least three
ADRIFT entries this year and Rafgon has entered a game written in
Inform. Good luck to everyone.
(For more details go to
http://ifcomp.org
)
Spring Thing 06 launched
Greg Boettcher has launched the next Spring Thing for March/April of
next year. Greg ran last year‘s event it is good to see that he has
decided to carry on as organiser.
Details of the event can be found at http://www.springthing.net/
Forum news
In a shock bit of activity MileStyle breathed life into the Registered
Members only forum Cast Adrift and created a number of off-topic
threads that asked people to name their favourites in a range of
artistic classes including books, music, and movies.
The threads caught light and the forum that previously had a total of
377 posts received another 118 in just two days. This came after Mile
had suggest a —watercooler“ type of forum was needed to boost forum
usage. His point seems well proved by these new threads, though it
will be interesting to see who active things are by the time the next
newsletter is due at the end of November.
Drifter’s toolbox: DAZ Studio revisited
I hope that I will be forgiven for pushing one of my favourite programs
again (Previously reviewed in Issue 21 earlier this year). The only
reason I return to it now is that the final release is now available after
many months of beta testing. Since the program is released as Tell-
Ware I am telling anyone who reads this about the program.
DAZ Studio allows you to build 3D scenes from libraries of
characters and props. Many of the objects can be altered with sliders
to give millions of possible shapes. It is the modelling of figures that
is the real stand out, though you can also create animations with the
program.
This program is in the same mould as Poser, a program that has
been around for a number of years, but DAZ Studio is free. DAZ
hope that you will buy their content, but you don’t have to.
You can visit
http://www.daz3d.com
to find out more.
pg_0003
InsideADRIFT Issue 24 July/August 2005
3
Drifters birthdays
October
1 ImpShial (34); SoftIron (25)
2 Narniagate58 (37); Morpork (22);
Sprite (18); Cook ie (18)
4 TheDataHacker (28)
8 Shadrick (23)
12 skater_paulish (22);Lady_Juliet
(24)
14 baXter (31)
17 Rox iKat (17); wildfire74pa (31)
19 crick etmoon (33)
20 uk dave74 (31)
21 Century (23)
22 Valjean (40) cbishop (40)
23 theleaf (18); David Whyld (32)
25 ursus (35)
28 Sarazar (18)
30 evil_flagpole (18)
November
2 tsm_paul (29)
4 Lannly (21)
7 quantumdaimon
(26);jokerjesterknave (23)
11 Malym (37)
15 CJCole (35)
22 AgapeIncognito (32); Duncan_B
(20)
25 DuoDave (39)
27 Cowboy (49); Kel-nage (18);
qkara (26); desilets (59); Rafgon (23)
30 Hyomoto (22)
Articles
Drifters think about …. what new features would make a new version of ADRIFT
great!
Ace says
Option in rooms to trigger a task or event on enter, with options like
"First time player enters", "Every time player enters".
Some scripting options, if/else, for/while loops, arrays
A single root word that can be used to overide all inputs that
acomplish the same action, ie: overide get would automagically
include any verb that "gets", take, pick up, etc
Ken Franklin says
We obviously would all like a system that improved the creation of
task commands, making overriding this much more simple and
accurate.
The ADRIFT main interface is rather boring, though I admit it
accomplishes its task. What I would like to see is a front end, with a
bit of style, that puts the user in control. Currently there is the
interface and , apart from playing with the windows layout, that is it.
Let’s at least see a few different toolbar images, perhaps information
of making your own customised image sets.
I would like to see some way of speeding up the room/object creation
as I have done in my ModuleMaker program. It could be as simple as
the {object} system I used to indicate objects in descriptions, or a
more complicated automatic system. This would help to ensure there
were less undefined objects in descriptions.
It should be possible to define object types similar to edible,
wearable, but user definable and available to use in task
restrictions/actions. The type or group would be defined independent
of the individual object and then applied to one or more.. It would be
nice to be able to have unlimited user definable attributes and be
allowed to apply them to any game item.
I would like to see variables that could be created that would be able
defined as applying to objects or characters or rooms. Once defined
there would be an array of variables for each object/character/room
defined. This would allow the creation of something like an age
variable that applied to each character. They could be accessed as
%age[character name]%, though it might also be useful to be able to
use character numbers as an alternative.
The speech system is well up for improvement, it will be interesting
to see if we get a tree system to use.
It might be useful to see a system that allows the use of real time in a
game, where a turn could be forced to end at the end of a set period
of time, rather than when the user finishes inputting their command.
pg_0004
InsideADRIFT Issue 24 July/August 2005
4
Events Diary
September 2005
24th InsideADRIFT Issue 25
September/October 2005 due out.
24th 'Finish the game' Comp
entries should be in by today.
30th 2005 IF Comp
(http://www.ifcomp.org/) Authors
upload their games to the
competition site.
October 2005
1 2005 IF Comp
(http://www.ifcomp.org/) Games are
released sometime around now; the
six-week judging period begins.
15th 'Finish the game' Comp
judging ends.
November 2005
15th 2005 IF Comp
(http://www.ifcomp.org/) All votes
must be submitted by the end of the
day.
26 InsideADRIFT Issue 26
November/December 2005 due out.
December 2005
InsideADRIFT Awards 2005 votes
during this month
18th InsideADRIFT Game of the
Year Competition 2005 entries in
and judging starts
2006
January 2006
1st InsideADRIFT Game of the
Year Competition 2005 results
Shuarian says
For me, Adrift is a great piece of software. Why. It's easy to use. It's
powerful. It lets me focus on story-writing. In order to advance and
remain great, Adrift has to keep the balance between these three
pillars. This means that new features, no matter how powerful they
might be, should never confuse new users. This doesn't mean,
however, that no new features should be developed. Quite the
contrary. But these features must be implemented in a way new
users aren't confused or overwhelmed. And lastly, no bugs or illogical
behaviour should distract me from story-writing.
My perspective on the future development is probably insofar unique
as I haven't yet encountered any bugs or limitations of Adrift. Some
small improvements, some changes, is everything which is needed
to keep me happy. Among these small improvements are many
which concern the user interface. At present, keeping track of rooms
and objects can become rather dull and indistinct. Being able to
move them freely around the list would change this. Similarly, the
possibility to customise the interface by changing the order of menus
and adding custom shortcuts could benefit beginners and experts
alike.
As said, this would keep me happy. But what would excite me, and
what would attract more users. A more complex task and event
system could look attractive even to experienced writers who are
already familiar with the traditional IF languages. While the current
system should be retained for new user, the new version could come
in the form of an easy script language, akin to rexx or basic.
But the biggest - and presumably the most unlikely - vision I have for
Adrift is the further development of an under-estimated feature: The
inbuilt map of the Adrift generator. What now is only a window
displaying a map could become one of the most easy to use and
powerful features of Adrift. How. By making the map the second
main screen to develop the static environment (rooms, objects and
NPCs): To connect two rooms, just draw a line between them; cross
the line to delete the connection. Double click on white space to
create a new room, then move the room around freely. Double click
on a room to be get to its window. Hover the mouse over a room to
see a list with the room's objects, which in turn are accessible by
clicking on them. Be able to drag and drop NPCs and objects on the
map... and so on, there are many possibilities, and the use of it
would be very intuitive.
In conclusion, there are many possible ways Adrift can develop, and
every Adrift user probably has a different view on it. What's really
important for me is that Adrift remains what it depicts for me now: an
easy to use and powerful tool for writing text adventures.
pg_0005
InsideADRIFT Issue 24 July/August 2005
5
ADRIFT recent releases
These are the latest releases
from the ADRIFT site, why not
try one or two.
Complete games
Must Escape! [Version 2] (18 Kb,
mustescape.taf) By Robert
Rafgon, released Fri 2nd Sep 2005
Must Escape! is an action-packed
adventure where you must escape
from a facilit y that you have
sabotaged. This game features (stick
figure) graphic violence.
Regrets (11 Kb, Regrets.taf) B y
David Whyld, released Mon 29th
Aug 2005
You have returned to the cabin in
the woods, something you swore
you would never do. Here lie the
memories of your wife, and the
terrible fate that befell her. A fate
that you had more than a helping
hand in bringing about...
Lights, Camera, Action! [version
2] (123 Kb, lights.taf) By David
Whyld, released Mon 29th Aug
2005
Step into the shoes of celebrated
film director G. I. Torrance as he
endeavours to get his latest
masterpiece finished with all the
odds set against him. His main star
treats him lik e the hired help, his
assistant has become a monkey...
and there’s a serial killer at large.
Whatever else happens today, it’s
certainly going to make an
interesting film.
Target v1.00 (49 Kb, target.zip) By
rotter, released Sun 28th Aug
2005
Years of military training and
discipline have honed the skills
needed to execute a hit efficiently
and dispassionately. So when the
next piece of work comes in you
quickly accept, espec ially when you
have seen the fee. One poor soul is
about to get taken out. [1st in
InsideADRIFT Summer Comp 2005]
What Were You Thinking…. By David Whyld
A few things to do in order to avoid having your next game roasted:
Have you played your game through to the end and checked
that it can be finished. (Funnily enough, quite a few games
I've played are impossible to finish because the writer has
missed something out and not even realised it because he
hasn't bothered playing his own game.)
Have you read through all the text in your game to check for
spelling and/or grammatical errors. Better still, have you tried
spell-checking it. (And don't try to claim that spelling and/or
grammatical errors don't matter. They do. This is a text
adventure. The spelling and the grammar are the most
important things about it.)
Has your game got a proper introduction for when it's put on
the main site. (Believe it or not but "dis is me first game. its
prolly preety lame but plese rite a gud review of it" isn't going
to go down favourably.)
Is it a proper game as opposed to something you threw
together in five minutes and uploaded a minute later. (i.e. is it
more than 3-4 KB in size. If not, don't bother with it. Games
of that size are too small to be much good and will be over
with before the player has even started to play it. Tackling a
game of 20+ KB on your first attempt might seem daunting,
but ask yourself: do you want a reputation as someone who
writes proper games or someone who just messes around.)
Have you tested it for bugs. (And by bugs, I mean 'anything
wrong in the game'. Can items that are described in the room
description be examined. If there's a clock on the shelf, can it
be taken. If not, why not. Can the wardrobe be opened. If
not, include a reason for why not. Are there NPCs in your
game. Can they be spoken to. If not, why not. Does going
west from the lake crash the game. If so, wouldn't it be a
good idea to fix that error before you upload it.)
Have you got someone else to test it. (Not 100% necessary
but always a good idea, particularly if you're a newcomer and
might not realise just how much work there is in making a
good game.)
Now all of the above would seem incredibly obvious things to
remember to do when writing a game. After all, they're common
sense. Everyone does them. Right.
Wrong.
Recently, there seem to have been a spate of bad games uploaded
to the main ADRIFT site. Now, by "bad" I don't just mean "not very
pg_0006
InsideADRIFT Issue 24 July/August 2005
6
Space Boy’s First Adventure ver
2.0 (383
Kb,s_First_Adventure_ver_2.0.zip)
By thatguy, released Thu 11th
Aug 2005
A word about the game it is
intentionally designed to be a
simple-feeling, old-fashioned, text-
adventure style game. It does
contain both moderately difficult
puzzles (according to those who
BETAed it) and a simple kid-friendly
atmosphere (my wife and I have 5
kids so it leaks into everything else I
do.)
Take a moment, give it a go, and let
me know what you think.
Laboratory R.A.T.S. (8 Kb,
labrats.taf) B y Chenshaw,
released Wed 10th Aug 2005
The laboratory is dingy,
underground, and secret. You’re
looking for evidence of aliens. Now if
only you can get that microscope to
work... A mini-game for your lunch
break.
The White Singularity (770 Kb,
White_Singularity.taf) By Irene,
released Tue 26th Jul 2005
You are Dr. Christian Esguerra, a
world-famous scientist and explorer.
Your childhood dream has always
been to reach the Core. Then, one
day, you discover a way to mak e this
dream come true! However the trip is
very dangerous...perhaps you
should reconsider the destination of
your maiden voyage...
Demos
No Drop Demo (1 Kb,
NoDropDemo.taf) By KF, released
Tue 30th Aug 2005
Simple demo that shows a way of
stopping people dropping something
they are holding.
The Vergowven House (2 Kb,
johns_house.taf) B y
liquidblueflames, released Mon
29th Aug 2005
This is a walk through of my house!
good", I mean "downright awful. Terrible. Excruciatingly bad.
Appalling" and words to that effect. These were games that didn't just
have the kind of problems you'd expect from newcomers to the
scene – typos, grammatical errors, missing commands that
everybody expects in text adventures these days – but games so
mind-numbingly dire that it's hard to believe even the writers thought
they were any good.
Yet they uploaded them anyway.
Why.
Of course, the quality (or otherwise) of a game is a difficult thing to
judge. Particularly when it's your own game. I once wrote a game
that I thought, quite honestly, was brilliant. I expected people to heap
praise upon it and sing its sheer magnificence from the rooftops.
Instead, it just got lots of bad ratings and disappeared without trace a
week later and has never been heard of or mentioned since (aside
from a few comments by yours truly). It was my first game. At the
time it happened, I was pretty miffed at the way my masterpiece had
been so unfairly dismissed, yet looking at it later on, when I'd learned
a few things about writing games and took on some much needed
advice, I could all too easily see the game's many flaws. Things that
had seemed so wonderful to me when writing the game now seemed
so bad. The 'inspired storyline' I had come up with was actually
revealed as something quite embarrassing. The characters were a
mess, the puzzles impossibly hard, and the writing veered all over
the place in such a way that I winced at the idea I had once thought it
was ever going to rock the interactive fiction world. In short, I made a
lousy game yet was unable to see it for what it was because it was
my game.
Which is a kind of long (and rambling) way of saying that, yes, it is
difficult to judge your own games and know whether they're any good
or not. What might seem good to you isn't necessarily going to seem
good to anyone else. Yet at the end of the day, there's a big
difference between a game you've genuinely taken your best shot at,
and a game you've written in five minutes and uploaded a minute
later.
Which brings me nicely back to the subject of this article: the terrible
games recently uploaded to the main ADRIFT site. Now I haven't
played them all – several, thank heavens, were deleted before I had
the chance to download them; several others I took one look at the
descriptions of them – which tended to be along the lines of "dis is
me firs gam. Plese rite a review an tell me wot u fink of it" – and
decided against bothering with them; several others I did play. And
have regretted it ever since. Why any of them were uploaded in the
first place is probably one of life's great mysteries.
I don't know about anybody else, but when I see a game description
along the lines of "dis is me firs gam. Plese rite a review an tell me
wot u fink of it", the first thing I think is "ah, we've got a newbie here
pg_0007
InsideADRIFT Issue 24 July/August 2005
7
The Train Station (2 Kb,
train_station.taf B y
liquidblueflames, released Mon
29th Aug 2005
Harry Potter fan fiction.
Wasteland (6 Kb, wasteland.taf)
By strangelove, released Fri 26th
Aug 2005
Wasteland: This is just the first ten
rooms of a game I’m work ing on,
posted for other users to comment
on. It features only one real puzzle
which you will probably be able to
solve quite easily but it does feature
plenty of information for the player
should they want to take the time to
explore the complex. Players who do
so will have a much better idea of
what to expect when they reach the
outside world. If you’ve made it
outside of the complex then you
have got as far as I have (due to the
restrictions of my as-yet unregistered
copy). Hope you enjoy it, feel free to
e-mail me at starnode@hotmail.com
and let me know what you think or
comment on it in the forum.
Locations Change Picture
demonstration (39 Kb,
ChangePicture.taf) By KF,
released Sun 21st Aug 2005
You have a room with a picture
which, after you enter, changes the
picture after one turn. (From a
request by Cowboy).
Here if you move north to Another
Room, then look (or anything else) a
different image will be shown.
Player name as input (DEMO) (1
Kb, MyNameIS.taf) By KF,
released Sat 20th Aug 2005
This has a task with the command
%text% and then uses the INSTR()
formula to ensure required elements
are input. It won’t be perfect but
accomplishes what was required.
Teleport demo (1 Kb, teleport.taf)
By KF, released Thu 11th Aug
2005
A quick demo that allows you to
teleport between three locations.
who's written a game even he thinks is awful, but he's hoping that by
stating straight out that he's a newbie people will take pity on him
and say nice things about it anyway". Read the description again. It
doesn't exactly imply that there's a great game here, does it.
Judging a book by its cover might be a bad idea (the cover, after all,
is most likely done by someone else other than the author) but
judging a game by its description is a good idea. Bad description =
bad game right. Not necessarily, but more often than not when you
see a description which reads "dis is me firs gam. Plese rite a review
an tell me wot u fink of it", it's a fair bet that the game in question is
going to be a complete stinker.
The biggest question here is just why people upload these things in
the first place. Are they so eager to release their first game that
they're willing to put out something even they know is awful just so
they can say "well, I wrote a game". Or are they just totally
incapable of telling the difference between a good game and a bad
one. The strangest thing is that quite a few newbies come along with
a game they know is bad and yet they go ahead and release it
anyway. I even remember someone coming onto the ADRIFT forum
a few months back announcing he'd just written a game that he knew
was awful but had uploaded it to the main site anyway and was
looking for comments on it. What, honestly, did he expect. People
seldom heap praise on games by newbies at the best of times; when
that newbie has just announced that even he thinks his game is
awful, what are the odds he's going to get any decent feedback for
it.
So if you're going to upload a game, slip a little common sense into
your thinking beforehand. Ask yourself: if this was a game by
someone else and you were playing it, would you be happy with it. If
the answer's no, then keep on working on it until you would be happy
with it. Then, and only then, upload it.
Modules: a missed opportunity. By Ken Franklin
As you may realise, given my little bit of programming with
ModuleMaker, I have been looking at creating modules and to a
degree their role in ADRIFT.
Over a number of years I have been calling for an alternative way to
lay out your game a bit quicker, in ModuleMaker it is possible to add
new rooms in as you navigate the game by typing direction
commands. If you are in the living room and want to add in the a
new kitchen simply type R which tells the program you want to add in
a new direction from where you are, type in the number for the
direction (which is listed) then instead of picking a room from the list
type N and you get the chance to add a new room linked to the
original one. If you put curly brackets round an object name in the
room description you get the chance to add in the details of the
object.
pg_0008
InsideADRIFT Issue 24 July/August 2005
8
Armour (new and improved) (1 Kb,
armour2.taf) By David Whyld,
released Sun 31st Jul 2005
Wearing one suit of armour and
automatically removing any worn
armour.
Armour (1 Kb, armour.taf) By
David Whyld, released Sat 30th
Jul 2005
Wearing just one type of armour.
Stand on stool to examine (1 Kb,
standingdemo.taf) By KF,
released Wed 27th Jul 2005
A small file that answers a question
asked on the forum. The player can
only see what is on a high shelf if
they stand on a stool first.
While I don’t’ expect this to be added into ADRIFT, it shows another
approach to drafting out a game.
It would not have been possible to make ModuleMaker if it wasn’t for
the module format as the internal ADRIFT format is way too hard toi
hack into. The module should be considered as a format for
information interchange and not as a game writing language. I can
create a skeleton for a game in ModuleMaker, but modules are an
incomplete description of the whole of an ADRIFT game. If I make a
complete export of a game as a module I will not have the game
when I load it back.
That is what modules cannot do, what they can do is help us to save
things we have made for one game so that they can be re-used in
another one. This is a function of modules that tends to be very
much underused. If you look at the “big” languages they have
libraries of code made available for all. Attempts have been made to
implement this sort of thing, but somehow the module isn’t quite up
to the task.
Reference
Bulky chunk of manual here that details the much maligned ADRIFT
Battle System.
The Battle System
ADRIFT has a built in Battle System. What this allows you to do, is
create battles between the various characters in your game and with
the Player. By default, the battle system is disabled. To enable it,
select Adventure > Options from the menu, and check the Enable
Battle System checkbox.
Battles ensue in ADRIFT when two opposing characters meet, or if
the Player comes across a character marked as an enemy. Different
characters (and the Player) have different strengths and attributes.
These can be set within ranges, so that they are random to a certain
degree. Weapons and armour can also be picked up to enhance the
particular attributes of the characters. You can also make characters
flee or do anything when their stamina gets low, and run other tasks
when they die.
You should notice two things once the Battle System in enabled.
Both the Player dialog box, and Character dialog boxes should have
an extra tab, namely Battles.
Extra functions also become available in object attributes.
pg_0009
InsideADRIFT Issue 24 July/August 2005
9
InsideADRIFT
Merchandise
Although this is not intended as a
money spinning idea, more a way
to create items for me, these
items are available for the
discerning drifter to purchase.
The boxer shorts, priced at
$13.49, with a discreet
InsideADRIFT logo on the right
leg.
Costing $17.39, the baseball
jersey comes in red/blue/black
and white.
Also available from
www.cafepress.com/insideadrift
are:
trucker hat $11.79; sweatshirt
$22.39; sleeveless tee $15.89;
women‘s tank top $15.89;
mousepad $11.49; teddy bear
$13.79; sticker $2.69; journal
$7.69; messenger bag $19.99.
The Player
The extra tab in the Player dialog box looks like this:
The Player has five attributes; stamina, strength, accuracy, defence
and agility.
Stamina
is the amount of life the Player has. Once stamina reaches
zero, the Player is dead.
Strength
is the physical strength of the Player. This is what is used to
harm other characters – the greater the strength, the more damage
is done. Strength can be increased by wielding weapons with hit
strength greater than zero. You can also have cursed items with a
negative strength, which reduces the character strength.
Accuracy
is how likely the Player is to hit another character. The
greater the accuracy, the higher the chance of making contact.
Defence
is the ability of the Player to withstand physical attack. The
greater the defence, the higher the strength must be of the character
attacking in order to do the Player damage. The amount of damage
received on a successful attack will be the character’s strength,
minus the Player’s defence.
Agility
is the likelihood of the Player to avoid the attack of another
character. It is directly opposed to accuracy, such that the chance of
an accurate character hitting a Player with high agility might be the
same at the chance of a not so accurate character hitting a Player
with low agility.
All attributes are set on a sliding scale from
0
to
100
. Dragging the
slider up the scale selects the range. To clear the range, simply drag
back down the bar, or click onto the selector. You can also manually
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set the range to exact values by rightclicking on a slider. This will
prompt you for the minimum and maximum values. In the game, the
value of each attribute will be a random value in the range selected
each time the attribute is required, with the exception of stamina –
stamina is assigned randomly in the range whenever the game
starts.
You can allow the Player to slowly recover from any damage
sustained by selecting the
Automatic stamina recovery
checkbox.
This allows you to specify the number of turns to go by for the
stamina to go up by one point. This can be in the range 0 to 100. The
stamina will then be increased every so many turns up until it
reaches the maximum value set in your range.
Characters
Characters have exactly the same options as Player plus a few
more. The characters Battles screen looks like this:
In addition to the same options as the Player, you can also specify
the attitude of the character, from ally, neutral or enemy.
Allies will never attack the Player, but if an enemy appears in the
same room as the character, the ally will attack the enemy.
Neutral characters will never attack the Player, nor will they attack
any enemies.
Enemies will attack the Player, plus any allies they come across.
To further enhance the normal attributes of characters, you can make
super bad enemies. To do this, check the Extra Strong checkbox.
This changes the slider scales from being from 0-100 as with the
Player, to 0-1000.
You must assign a speed for the character to attack at. Potentially
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you, the player, can attack every turn. This allows you to give the
Player an advantage against slower characters but allows you to be
equally matched against faster ones.
The options for speed are:
• Attack every turn
• Attack most turns
• Attack every second turn
• Attack one in three
• Attack one in four
If a character comes up against more than one foe at a time, it will
randomly pickbetween the characters (and the Player) to decide
which one to attack.
In order to make a character flee, or do certain things if it gets low on
stamina, you can select a task in the Task
to run if stamina low
pull
down menu. This will execute every time the stamina decreases
below 10% of its maximum stamina.
The default behaviour for when a character is killed (i.e. its stamina
reaches zero) is for the character to disappear, and any objects it
was holding are moved to the current room. Typically you would want
to create a dead body and have some message notifying the player
of the recently deceased. To do this, create a task which moves your
body object to the current room with an accompanying message, and
select it in the
Task to run if killed
menu.
Objects
When the battle system is enabled, extra options become available in
object attributes like so:
Wearable objects have the option to become armour. If you select the
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checkbox
and is armour with protection value
, the textbox for
entering the value becomes available.
This allows you to specify a value that the armour protects whoever
is wearing it. This can be in the range –100 to 100, negative values
providing cursed behaviour.
The value of the armour is added to the defence value of whoever
wears it if an object is defined as a weapon, extra functionality
becomes available. You canspecify a
hit value
, and an
accuracy
value
. Both these can be in the range –100 to100. The hit value is
added to the strength of whoever is wielding it and the accuracy value
is added to the accuracy of whoever is wielding it.
Each weapon has an
attack method
. This is the verb that should be
used when attacking with it, such as shoot, hit, chop etc.
NB. Only one weapon can be wielded at any one time œ the weapons
attributes, and only that weapons, are added to the characters
attributes. A character will always wield its best weapon. Armour is
different, in that each separate piece of armour accumulates the
defence value of the wearer.
© Campbell Wild, Oct 2003
Information is copied and pasted from the manual and while every
effort is made to be accurate, there are no guarantees that it is error
free
© 2005 Edited by KF.
Please send any contributions or suggestions to
editor@insideadrift.org.uk
.