Message 70
D.RAINES — Wed Nov 03, 1993 at 00:27 EST
> EDITOR.A2 [Doug Cuff]
Thanks for your kind words. I will take your suggestion to heart on the title screen. That double-scroll idea is one of my favorite graphic tricks to date. By the way, I never claim to be an artist! In fact the closing screen asks for a collaborating artist. I know my limitations.
I had always planned on the text screen colors being adjustable. That just is not in the demo yet. The double square insignia in the top window is simply an indication that I can put text OR graphics in the windows. This feature could be used to draw graphs of the players health instead of using a word phrase.
> C.HARTLEY3 [Charlie]
Thank you for your comments. I intend for the screen window sizes to stay the same. I did quite a bit of planning to make sure that I maximized usage of the screen. On a IIgs computer, it is possible to plan for each horizantal scan line since there are "only" 200 of them.
I have my reasons for the display being broken down that way that it is. I wanted to have the following elements on each screen: 1) an optional graphic image, 2) a status area with a player's stat.'s shown at all times, 3) a one-line description of the "room" that the player is currently in, and 4) an area for text to describe the room in detail, actions by the player and actions by any "monsters".
By the way, HyperStudio or Logo would certainly work as a tool to write Eamon GS. However, I am bent on using ORCA/Pascal with some Assembly language, as needed. Since I am th one doing the code, I get to choose the tools. :)
> T.ZUCHOWSKI [TomZ]
Picking out a few nice graphics from your collection and then making up some purple prose to explain the pictures looked =really= pretty, but is otherwise useless as a demo.
Now listen, I was using green for my prose not purple. Your monitor must be way out of adjustment! :)
Seriously, I thank you for you comments. I am sorry that you did not feel that there was anything substatial behind the concept demo. In my mind, a number of things were accomplished by distributing a demonstration at this time: 1) I get some feedback on the interest in this type of software, 2) I force myself to develop some of the software tools that I will need to finish the final program, 3) I was able to show (as opposed to describing via text) what I have in my head for the user interface, and 4) I am able to show how much graphics and other IIgs capabilities can be exploited without changing the basic premise of the Eamon gaming system.
As an example of what you were able to glean from the demo, I will list a few facts that I am sure that you caught. The system is still mostly text based. The graphics can augment the verbage but does not replace it. The mixed text and graphics mode can be used to advantage for purposes of character statistics or similar information. The system is still a single character adventure with heavy interaction between the character and "monsters" within the scenario. I am sure that there are other things that are so much more clear with a demo in hand.
On the other hand, I never claimed that this was a working adventure system. I never even claimed that I was close. Quite the contrary, I have warned in a number of places that this is merely a concept demo that shows what I have in mind. I am still a long way from having a viable software package complete.
I know that a person as deeply involved with Eamon as you are will be most interested in the internal details of the gaming system. You want to know how small details of the adventure fit together and what algorithms I use to handle certain situations. I have quite a bit of this down on paper. I have been doing some game design for the past four months. I could certainly make some of this available to you and would even enjoy discussing it with you. However, at this stage I would agree that none of this information is in the demo. I never intended for it to be.
You state that you would like to see a small adventure that actually works (ie. runs). So would I! If I was that far along, I would be essentially finished with the first version of the program. I am just not that far along yet.
I can answer one specific question that you had about adventure developent tools. This system will be mostly database driven. I do not plan on having the average scenario designer get into the middle of the Pascal code. I have indicated in an earlier post why I need to do it this way. Therefore, the first set of scenarios will have to be developed with a text editor, a paint program and a few sparse creation tools. The current dungeon designer tools available for basic Eamon are well beyond what I will be able to provide for the initial release. However, based on the success of the Explorer series of adventures (found mostly on AOL), I think that this will probably suffice for a while.
You want to know how Eamon GS will play. My best answer would be, "As close to basic Eamon as possible for commands and command structure." I want to enhance the playing experience by adding graphics, sound (one day), mixed mode (text/graphics) display, and continual display of certain statistical information. Along with that, I want to produce a gaming environment that a non-programmer can use to create adventures. But I want that environment to be as flexible (almost) as the original Eamon system.
And really, I never _shouted_ about the merits of my demo or the potential final product. I just wanted some feedback and reactions. :)
I thank you all, once again, for your comments. I solicit further feedback from these individuals or anyone else who has seen my demo. I get incentive from this type of discussion.
Demo on dudes,
Darrel Raines
[D.Raines]