Creating Adventure Games On Your Computer
by Tim Hartnell, published 1983

Book cover

Contents

Cover
Computer Compatibility List
Title Page
Foreward

1. GIVE ME MY BOW
      How to read this book
      Adapting the programs for your computer

2. YOU ARE THE HERO
      The scenario
      The choices

3. THE ADVENTURE IN ACTION

4. CREATING THE FLOOR PLAN
      Mapping the environment
      Building a Travel Table
      Moving about
      The player's location
      Moving around the map
      Consistency and reality

5. CREATING THE STRUCTURE
      The master loop
      Modular construction

6. THE ENVIRONMENT UNFOLDS
      The initializing subroutine
      The maps

7. TREASURE AND TERROR
      Distributing the treasure
      Distributing the monsters
      Adding variables

8. THE MAJOR HANDLING ROUTINE
      A short delay
      Your strength fades
      The final reckoning
      Maintaining the status quo
      Let there be light
      Objects in disarray

9. INTERPRETING YOUR COMMANDS
      A limited vocabulary
      Fight or flight

10. SPEAKING IN OTHER TONGUES
      Making magic
      Picking up treasure
      The quartermaster's store

11. THE BIG FIGHT
      Be prepared
      Taking up arms
      The tumult and the shouting dies

12. PEEKING INTO THE ROOMS
      Room descriptions
      Special handling

13. WEREWOLVESAND WANDERER

14. DRESSING IT UP
      Elaborations
      Sample run

15. THE IMPROVED VERSION

16. TAKING IT TO THE SPACE LANES
      The new scenario
      Sample run

17. THE ASIMOVIAN LISTING

18. TRICKS AND TRAPS
      The map
      What goes up
      Room of death
      One-way system
      Adding it all up
      Roll your own

19. THE CITADEL OF PERSHU
      The vocabulary
      Snapshots
      Attributes
      The goodies
      Multiple choice death
      The baddies
      Compressing the program
      The maps

20. CITADEL LISTING

21. THE ANCIENT CHATEAU
      Puzzles
      Two-word sentences
      Snapshots
      Vocabulary handling
      The map

22. CHATEAU LISTING

23. ADDING EXCITEMENT
      Map-making
      Structured programming
      The purpose
      The player character
      Experience
      Quartermastering
      Magic
      Limits
      Research
      Handy extras
      Alternative treks
      Time limits
      Climate

APPENDICES
      1. Suggestions for further reading
      2. Random place/monster names
      3. Useful addresses

Software Archive

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This site maintained by Kevin Savetz. Creating Adventure Games On Your Computer is copyright © 1983, and is posted on www.atariarchives.org with the permission of the copyright holder. Do not redistribute, mirror, or copy this online book.