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Program was written in STOS and 68000 |
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o- -o
o- -o o- -o
o- -o o- -o
o- -o R E A L M S O F R E A L I T Y o- -o
o- -o o- -o
o- -o (c) 1995 Robert Megicks o- -o
o- -o (20/1/95) o- -o
o- -o o- -o
o- -o Program/Graphics/Audio o- -o
o- -o by o- -o
o- -o Robert Megicks o- -o
o- -o o- -o
o- -o -o
o-CONTENTS: -o screens away
WELCOME:
About Realms Of Reality 1
Who Can Write One? 3
The Need For Speed! 5
Programs Under Development 6
HOW TO PLAY:
Install 7
Dual Character Concept 7
How To Swap Between Characters 8
Inactive Combat 9
Viewing Your Inventory 9
Objects 10
Exchanging Objects 10
Using objects 11
Scrolls 11
Stairs 12
Creatures 12
o- W E L C O M E -o
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o-ABOUT REALMS OF REALITY:-o
Welcome to REALMS OF REALITY a game that has taken me the last
two years to write,a game that I thought would be to ambitious
for a single programmer like myself to write.
I must admit that when I first started writing this program
I didn't have the slightest idea of what I was getting into.It
wasn't until I had worked nearly an entire year on the main
game structure did I actually stop and sit down and contemplate
on exactly what amount of graphical work I needed to undertake
to complete what I had already started. Unfortunately I was
coming to the conclusion that if I couldn't find somebody who
was a competent artist then I would have to totally abandon the
entire project and literally scrap the work I had spent the
previous year writing. I must admit there were many times when
I thought about calling it a bad experience and just formatting
the blasted disks and going back to living a normal life!
Fortunatly common sense prevailed and the result is what you
see today.
Unfortunately I was one of many people who thought that planning
all the steps involved in writing any game before actually writ-
ing it was a total waste of time.This I believe was clearly one
of the main reasons why I was nearly overwhelmed by work that I
never dreamed would be needed when I started. Anyone who thinks
that writing a game similar to REALMS OF REALITY just involves
the game itself would be fooled just like I was two years ago.
Lucky for me I'm self-employed so I was able to take quite a
few extended holidays and the odd long weekend to allow myself
to just sit down and concentrate on those programs that were so
important in completing REALMS.
GRABBER PRG. This was one of the most important and most
difficult that I have ever written, because without it REALMS
would never have been possible. what it does is convert graphic
images from a standard format into a special format that could
be understood and manipulated by the main REALMS prog. This
program alone took more than a month to write!
GAME EDITOR Writing REALMS without an scrolling editor is like
designing a ballpoint pen without ink! How I managed without
this program for so long can only be thought of as a miracle.
This editor was not difficult to write but just keep taking up
time which I wanted to spend on REALM. The new Version editor
now allows me to change the level while I'm actully playing and
exploring it,so I can see what it'looks like immediatly!
o-WHO CAN WRITE ONE?:-o
I believe that this type of program can be written by anybody
who has a good understanding of STOS Basic and has the time and
patience to see it to the end. When I started writing this game
I had no thoughts about releasing it on a cover disk. All I
wanted to do was write a small program that would allow me to
roam around a small maze that was created by me. The only
problem was I keep on adding other details like doors and pits,
and before I knew it I was spending all my spare time trying to
get the game completed before somebody else wrote the same
thing in STOS before I did. I was probaly the only ST FORMAT
reader who actually dreaded reading my magazine just in case
somebody had.
Hopefully this program will encourage a lot of people to start
using STOS for this type of game. I think it would be a great
shame if people just avoid STOS because it's a Basic language.
I believe that this program demonstrates very well the fact
that STOS is far from being a sub-standard language and is more
than capable of being a good engine for fast quality games. I
would like to think that this program would put an end to some
critics who say STOS is far to slow to be thought of as a
serious programming language, but such people are very short
sighted and will do nothing but criticise whatever people write.
o-THE NEED FOR SPEED!-o
It may also surprise many people to learn that this game is not
compiled each time I needed to test it, as the program is more
than playable without being compiled. In fact many routines
needed to be slowed down after it was compiled because they
were simply to fast!.
Average screen update rate = 6 FPS
Average moves capable per min = 175
No add on extensions have been used in the writing of this game
which proves that STOS is fast even without them. Although I
admit that some of the extensions would have greatly increased
it's speed.
o-FUTURE PROGRAMS:-o
I have another project under development which takes the REALM
engine far beyond anything it's done so far. Its called 'THE
OUTER QUADRANT' and it has the ability to display up FOUR times
the amount of graphical detail than is currently possible with
REALMS.In fact the gameplay and setting will be totally differ-
ent to that found in REALM.I have yet to decide if this game is
a worthwhile commitment, as it's future really depends on the
response and donations I get from users of REALM.
Also,if there's anybody out there who can draw and has a good
understanding of STOS Basic and wants to help in completing the
new project (if it goes ahead) then send me a disk with some of
your OWN Graphical work, plus a few details about yourself and
maybe you might be the UNFORTUNATE person I select!(If you send
in a disk and wish to have it returned then please enclose a
pre paid/self addressed package.
The file 'QUAD_EXA.PC1' in the BOOT.INF directory is a snapshot
shot of what sort of stage the program was when I last saw it.
o- H O W T O P L A Y -o
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o-INSTALL:-o
Realm.Prg can be installed and executed from any drive. The
Drive which is used for Game Saves/Loads is determined by which
drive file is found in the 'BOOT.INF' Folder. If for example
you copy 'SAVE=B' from the 'DRIVES' folder to the 'BOOT.INF'
folder then it will use drive 'B' as the Save /Load destination.
If more than one of these files is found in the ' BOOT.INF'
folder then the first drive file found will be used.
o-HOW THE 'DUAL CHARACTER CONCEPT' WORKS:-o
Normally, R P G's only allow you to explore with a party of
characters providing they all occupy the same square. This is
where REALMS OF REALITY differs,as your two characters need not
occupy the same square,but can be split up to explore different
parts of the level. When this happens you end up with two types
of character and these are an 'ACTIVE'character and an INACTIVE
character. The ACTIVE character is the one who's view you see
through the window. Therefore any actions that you do with the
mouse pointer, like opening doors, picking up objects, is what
your ACTIVE character is doing. Your INACTIVE character would
therefore be the character who you see in the Viewing window if
he were to stand in front of your ACTIVE character.
Normally only your ACTIVE character will move when roaming
through the dungeon, this is normally of little use as this
would require you to alternate between your characters to keep
them within a short distance of each other. If you therefore
select 'DUAL' then your INACTIVE character will follow in the
footsteps of your ACTIVE character, this will continue until
'SINGLE' is selected. DUAL can only be selected if both charac-
ters are on the same square.
o-HOW TO SWAP BETWEEN YOUR CHARACTERS:-o
To change your INACTIVE character to become the ACTIVE character
all you need to do is press the spacebar. This will also work if
you are viewing your ACTIVE character's inventory.
o-INACTIVE COMBAT:-o
As your characters can be in two different places at once it is
necessary for your INACTIVE character to be able to defend him-
self if confronted by other creatures.This is where the COMBAT
menu comes in, as it tells your INACTIVE character what to do
like cast a spell or use a hand weapon ect. First go to the
inventory screen of the character who's combat you wish to
change and click on 'COMBAT'.Then choose one of the seven avail-
able slots,then select what action you want your character to
perform. Either select a weapon by clicking on your characters
left hand,or select a spell from the spell book(bottom right).
o-INVENTORY:-o
Clicking on the right mouse button will display all the inven-
tory of your ACTIVE character. To view the inventory of your
INACTIVE character you will need to press the spacebar to change
your INACTIVE character to become your ACTIVE character.
o-OBJECTS:-o
There are over One Hundred different object that can be found
in REALMS OF REALITY and these objects can of course be picked
up,stored,thrown and used in many ways.
o-EXCHANGING OBJECTS:-o
Providing your INACTIVE character is on screen in front of you
and has enough room for this object to be stored in his Inven-
tory, then simply click on the character's upper body ( as if
you were going to throw it). If your INACTIVE character already
has an object in his move hand then that object will be place
in a spare slot in his backpack. Should the object you wish
to pass fail to be exchanged, then this means that no space
could be found to store the item.
If 'DUAL' is selected then objects in hands can be exchanged
freely between the two characters. If 'SINGLE' is selected then
only objects can be placed or taken from the character who is
being moved(ACTIVE).
o-USING OBJECTS:-o
The types of weapon and armour your character can use all
depend on his class and the amount of experience which has been
gained during his quest. If an object is to heavy to be used by
your character then the hand holding the object will be either
surrounded by a red box,or the object will be shaded.
o-SCROLLS:-o
A Wizard or Priest must first learn a spell before he can cast
it. This is done by clicking on the small scroll icon in the
characters inventory screen with the scroll to learn. If the
spell is beyond the ability of the character then the spell
will not be learnt. A Fighter who has not gained any experience
as a Priest or Wizard will not be able to learn any spells.
More information concerning character types will be available
with a Character Editor which can be used to create your own
characters for use in the completed levels. These will be made
available on a cover disk soon.
o-STAIRS:-o
Stairs can only be traversed if both characters are together
('DUAL'is selected). The only exception here is when one of your
characters is dead.
o-CREATURES:-o
There are wide variety of creatures in REALM,although only a few
will be found in the demo levels due to disk space. It must be
remembered that not all creatures are hostile, as some will run
away if approached. This really depends on the creature itself,
not its type or breed. You will also notice that some creatures
have objects in their possession,these creatures will have to be
killed if you want the object they carry.Also some creatures can
open and close doors, so beware!
Any comments or suggestions concerning this program will be more
than welcomed, so please send your letters to the address at the
end of this file,which will then be quickly forwarded to me.
If you find this game enjoyable to play and wish to support
future levels, then please send an affordable donation in either
a Cheque or Money order. ( Please don't send coins through the
post as the Post Office do tend to get a bit ratty about coins
jamming up their sorting machines!)
Please remember that this game has taken two long years to write,
and Software can only be written if there is enough support from
the people who use it.
GOOD LUCK!
Robert Megicks
302 Rayleigh Rd
Thundersley
Benfleet
Essex SS7 3XB
England
This program can only be distributed providing the distributor
complies with the following conditions.
1. All files are supplied in their original condition and are
not modified in any way.
2. No other software can accompany the same disk on which it is
supplied.(except with written permission from the author)
3. No charge should be made for this software except for postage. |
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