Just before
you start to build the example game it is as well to
understand about the various forms of adventure data
which will be required...
TAB text adventures consist of various items of textual
data which are typed in from the various Editors:Locations. Room
Descriptions and the direction exit connections between
them. These are the places the player can visit and
usually describe the surroundings and scenery and the
sights and sounds in the vicinity of the player. The exit
direction boxes indicate the location to go to if the
player moves that way. If an exit direction is set to 0
then the player will be unable to go that way. You can
also enter a 'brief' description of the room.
There is a limit of 500 locations.
Objects.
Items/things which the player can examine, use or
manipulate in some way. Objects can be set to be carried,
worn or in some container or they can be a static,
immovable type of object. Objects can be set to start off
in a particular room or be flagged as currently not
existing in the game. During a game an object can be
destroyed, created or moved to different places. Objects
can also be set to have a weight and size attribute as
well. In the Object Editor you can enter the keyword Noun
and any synonyms for it plus a short description of the
object and a more explanatory text for if the player
examines it closer. There is a limit of 200 objects.
Characters.
Characters can be people, creatures, monsters and the
like which are to appear in your game and thus make the
game scenario a bit more interesting and colourful.
They can also move about in the game world independently
(randomly?) according to their own whims or desires in
valid directions - or they can be assigned a preset
movement path (or pattern) following a list of specified
directions.
If a character is in a player's location then TAB will
announce the fact via a message such as "A farmer is
here." TAB will also report if a character enters
the player's vicinity or departs to move on to another
location.
Like Objects the Characters have their Noun, 'examine
message', start location, and other fields for their sex
and movement status which can be static, random moving,
follow the player or move according to specified
directions. It is important that your Noun Keywords for
characters be an occupation, trade, profession or a type
of creature eg: 'blacksmith', 'dwarf', or 'bartender'.
An adequate, albeit limited form of interaction is
possible by allowing the player to 'talk to
<character>' when the character is present.
Characters really liven up an adventure and could be made
to impart a message or provide a hint or clue. You can
also allow the player to offer an object to a character
to gain its trust or cooperation or to appease it in some
way to make it more friendly or helpful. This could be
done by devising a 'give <object> to
<character>' . Each Character has its own carried
and worn inventory locations.
You could also design responses to player commands such
as:
'ask <character> about
<object>/<character>'
'tell <character> about
<object>/<character>'
Setting a Character to "random" will force the
character to move randomly, roaming through the game
world seemingly according to its own wishes or
intelligence! They appear to move when they feel like it!
A random moving character may stay at a location for
several game turns before 'deciding' to move elsewhere or
it may go off on its travels for three or four successive
turns before 'waiting' around again.
This adds a nice touch of realism to games. In general,
the more exits in a character location then the more
chances of movement from it. (because the odds of the
random direction number matching a listed exit are
greater)
Randomly moving Characters can be restricted from certain
places and areas of the game which you do not wish them
to visit as well.
To prohibit a character from travelling via exits which
would lead to off-limits location(s), it will be
necessary to construct a special "move pattern"
defining the locations which the random character is
barred from entering. The pattern should consist of the
location numbers to which access is prohibited, and each
valid location number should be surrounded by a letter
`x`. eg:
x12x25x47x56x101x
[Char can move randomly e(x)cept via e(x)its which would
lead to locations 12, 25, 47, 56, or 101.]
This type of pattern is input as normal from the
Character Editor or You can use the 'pattx=' action
within coding entries.
This sort of pattern means you can confine random moving
characters to specific areas, realms or parts of your
game map. For instance a vampire might move randomly in
its 20 underground locations, a dwarf might move anywhere
except the palace and the gardens...etc
Setting a "move pattern". This is a
predetermined sequence of moves for a character to
execute. The character will carry out these moves, one at
a time, each turn of the game. When the character has
completed its travels, its movement pattern will be
repeated again from the start. Therefore, the character
will follow this same series of moves continuously until
you decide otherwise.
These "move patterns" are useful for
controlling a characters movement and for confining a
character to a specific area or part of the game.
eg: a robot could be created for patrolling a particular
section of an industrial complex...
It will also be possible to cause the character to pause
or wait in a room for a turn or turns as part of its
pattern. The player can follow a character around on its
journeys to see where it goes and what it may do. To
follow a character simply type: 'follow
<character>' from within the game. Whenever the
character leaves a location at which the player is
present TAB will cause the player to follow it to its
next port of call. This will continue to happen until the
player simply types 'stop following' or decides to follow
another character instead.
Setting a Character to
"static" means the Character is non-moving and
will remain in its current location unless you decide
otherwise.
Setting a Character to
"follow" will cause the character to follow the
player when he next moves in a valid direction from a
room.
There is a limit of 100
Characters.
Messages.
These are text messages which can be outputted to inform
the player of certain information or as result of things
that have happened in the game or as a consequence of
their input commands. Messages can be inserted, amended
or deleted.
There is a limit of 500 Messages.
System Messages.
These messages form an integral part of the system and
TAB uses them to print appropriate responses to player
commands. You should be careful not to delete any of
these messages - but if you should accidentally do so,
then a full list is present in the
"default.tab" database so you can re-insert
them. Note that some entries have leading or trailing
spaces to allow correct spacing when printing occurs. The
entries are however configurable. That is, they can be
customized to your own preference. For instance, you
could change all the messages to read 'I' instead of
'You', thus, 'You now have the ' could be changed to read
'I now have the '. etc.
Be careful when you amend a System Message to maintain
the meaning and content of the message so that the
reporting system works properly.
There is a limit of 100 System messages.
Vocabulary.
This Editor will comprise all the words which the game
will understand. Verbs, Nouns, Object Nouns, Character
Nouns, Prepositions, and Deletions listboxes.
Synonyms are just words which mean the same as other
words.
When you enter a word in the Vocabulary, and you
subsequently enter a word (or words) which is (are) to be
deemed the same - You must decide which of the words
shall be nominated as being the KEYWORD.
For instance if you decide to enter the verbs 'tie',
'fix' and 'fasten' as Verb number 20, you may decide that
you are going to use 'tie' as the verb KEYWORD and will
have 'fix' and 'fasten' as synoynm alternatives that can
be typed.
You click on Verb 20 and then type in '/tie/fix/fasten/'
in the Edit field. It is important that the Keyword comes
first. Any synonyms follow separated by a forward slash
symbol /.
You may find it helpful to keep a note of the keywords
you have established as TAB only takes notice of keywords
when it comes to process input commands.
By looking at the Vocabulary entries in a database you
will be able to tell which are the keywords which TAB
'knows' and interprets. Basically, if you want your game
to understand a particular word, then it must be present
in the Vocabulary lists.
The purpose of the Deletions list is to instruct TAB to
remove certain words from the player command(s) input
string. You will find the Deletions on the Vocabulary
Editor where you can see the words which will be deleted
from a command phrase. These words are not part of the
game vocabulary and thus must first be extracted from the
input phrase before the command is decoded. You will note
that some often used adjectives such as 'a', 'an', 'the'
and 'some' are present. Thus, if the command 'get the
large green statue' were to be understood the words
'the', 'large' and 'green' would need to appear in the
Deletions list. It makes no difference to TAB which order
the words appear in the list. As long as the word is in
there somewhere then TAB will ignore it.
There is a limit of 500
verbs, 500 nouns, 200 Object Nouns, 100 Character Nouns,
200 prepositions and 500 deletions.
Game Settings.
Initial game settings can be set up here:
Strength (0-500)
If strength were set to 10 and the player tried to carry
objects which would make the total weight carried exceed
10 then the player would be informed with a suitable
system message.
Carryable (0-200)
Informs CAT how many objects may be carried without the
players hands becoming too full.
If the player tries to carry too many objects or too much
weight the relevant system messages prohibiting him doing
so will be displayed and another input requested. Note
that the player could get round this problem by perhaps
putting objects into a container which was carried or
worn. You can, of course, change these values to suit
your taste at any time during development of your game.
Start Room (1-500)
Informs TAB which room the game starts off in.
Window Title
Your game title, author, credit etc displayed on the
Player window titlebar.
Input Timeout (0-200)
Set this to a value in seconds eg: 30.
This means that if the player hasn't entered an input for
30 seconds then system message 'Time passes.' will be
displayed, and the player will lose a 'turn' at the game.
Colour Settings
These will take effect when an adventure is tested and
run. From here you can set the default
Text Colour, Back Colour, Prompt Colour and Player Input
Echo Colour
Set Password
Password protect your data to stop other TAB owners
loading your data. Always remember or record any password
you use!
Get Player Name
Invoke a dialog at the start of the game to get the
player's name, surname and gender which can subsequently
be referred to in game text.
This concludes a brief
summary of the various adventure data editors. So it's
back to our short example type-in game, which will be a
useful exercise to gain proficiency in using TAB. Why not
have a go at building it?
The name of this game we
shall call "The Sacred Quest of Dragoria" - so
first of all go to the Settings Editor and change the
window title to read:
"The Sacred Quest of
Dragoria" by <your name>.
For this game set your
Strength at 7, and Carryable to 3. Also set your Start
Room as 1.
Optional: Choose some new
colour settings for your game
Now click the 'Accept'
Button to enter this info into the database.
Now click the 'Back'
button to return to the Editor Main Menu.
Go to the Locations Editor
Delete the current
Location 1 entry and insert the following text:
"You are at the edge
of a large forest. A narrow dirt track heads east
into the trees." (without quote marks)
For the 'brief'
description insert:
EDGE OF FOREST.
For the exits: insert 2 in
the 'East' editbox. Ensure all other exits contain 0.
Click the 'Accept' button.
Click the 'Back' button to
return to the Editor Main Menu.
Enter the System Message
Editor.
In the Introduction
EditBox, delete the existing text and enter the following
text:
"Another day is
nearly over and you lie in bed anxious to get some sleep
before your 6 am flight from Gatwick to Spain for your
annual holiday. To help you sleep you take a book
off your bedside table and start reading a fictional work
about the fabled Forest of Dragoria and a quest to
discover ancient artefacts .... zzzzzz!"
Just to space out our text
a little add 3 CRLF's by pressing the enter/return key 3
times at the end of the above text.
Click the 'Accept' button.
Click the 'Back' button to
return to the Editor Main Menu.
Choose 'Save Adventure'
and save your game under the name 'dragoria'.
Select 'Test Adventure' to
start the TAB Player which automatically runs the current
game loaded in the Editor. Now you can view your window
title, intro message and opening location with east exit.
Check your text for any
errors. If so, quit the Player and amend them using the
relevant editors then save any changes you made under the
same filename as before: 'dragoria'.
This completes the first
step in building the example adventure....
GO TO PART
FOUR
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