Scavenger and this DOC file were written by David Ashley. --- DETAILED INFO --------------------------------------------------------- --- DEMO MODE: --- The game starts up in demo mode, where the game is playing on its own. Some keys do things: F1 Start game at first unsolved level F2 Enter animator F3 Enter level editor F4 Start game at level 1 F8 Skip to next demo level Alt-X Exit game Space Go to a menu listing the above things, --- MENU MODE: --- In the menu you get the option to change your player name with F5 F5 Change player name. The F8 key doesn't do anything in the menu, it only works while the game is demoing. I just put it there for informative purposes. --- ANIMATOR MODE: --- The color table will switch all around, don't be surprised. The animator is a lot like Dpaint. b Pick up brush. Click somewhere in the blowup and drag an area. shift-b Go back to last brush. x Flip brush in x, or flip square if no brush in hand. y Flib brush in y, or flip square if no brush in hand. z Rotate brush 90 degrees, or rotate square if no brush in hand. . Go to having a single point brush of the current color. [ and ] Select previous and next color , Pick a color--click somewhere in the blowup to use the same color as another one you see. Shorthand for this is clicking left or right mouse button on the large color boxes under the icons on the center right. Alt-1 Select the background artwork to work on Alt-2 Select the hero artwork to work on Alt-3 Select the enemy artwork to work on Alt-4 Select the hidden enemy artwork to work on u UNDO f Area fill mode d Draw mode v Vector mode r Rectangle mode ESC Exit back to demo mode Shift-S Save out file Shift-L Load in last saved file - Go to smaller built in brush = (+) Go to larger built in brush. Draw in the blowup box. Clicking the left mouse button draws with the primary color (indicated by the square in the color map). The right mouse button paints with the secondary color. Change the primary by clicking the left mouse button on the color array, and change the secondary by clicking the right mouse button on the color array. Select which box to work on with the left mouse button, just click on the box. Copy on box to another by using the right mouse button and a click-drag- unclick operation. Change the color table by moving the RGB sliders. It is sometimes useful to change the background color (normally the black in the upper left of the color array) to something besides black. You will be able to see other animation frames that are normally hidden, such as the dig animation. --- EDITOR MODE: --- This is for creating your own levels. l load level (use alt-l to force a load) w write level (use alt-w to force a write) space Try the level esc exit back to demo mode rightarrow Increase level # leftarrow Decrease level # `1234567890-= Select matching tile type Left mouse button draws with current tile type. Right mouse button erases. You can start writing new levels at 181 if you don't want to write over existing levels. The order of the tiles from left to right is: Empty brick Your hero can dig these cement These can't be dug Ladder Rail Fakebrick You fall through this. The enemies think it's a normal brick. exitladder These appear after the last object has been collected. Object The hero must collect these. Enemy You can have 0 to 5 of these Hero Only 1 of these Hidden This is a place where a hidden monster might be if you dig there. Flashing This object is more valuable if you collect it first. --- SCORING AND MOVIES ---------------------------------------------------- You've got infinite lives to complete each level, but after each failed attempt you start all over. Each level has its own best score. If you beat the level's previous best score, or if the level hasn't been solved before, a recording of your play will be stored in the $HOME/.scavenger/level.scl file. It's fun to watch the movies play back in demo mode. Remember F8 will let you skip levels in demo mode. Each object is worth 250 points. The flashing object is worth 8000 points, but you've got to get it first. If you exit the level without trapping any monsters (the hidden monster doesn't count), you get a bonus of 20000 points. If you exit the level without killing any monsters (the hidden monster doesn't count), you get a bonus of 10000 points. You don't get both large bunuses together. The time bonus starts at 10000 points and counts down about 100 points every second. The hidden monster carries an object that is worth 10000 points. Trap him to get it. Trapping and killing the hidden monster doesn't harm your bonus-- the whole idea is to find him and kill him. --- LEVEL DESIGN ---------------------------------------------------------- The hidden monsters are an interesting addition. Try to locate them where it won't hurt the player. You don't want the player to accidentally find a hidden monster while trying to dig a pit for an enemy to fall into. The flashing object adds some more variety. Sometimes it's tricky to get to the flashing object. Enemies can pick up normal objects temporarily, but not the flashing object. Writing out a level deletes the matching movie, if there is one. --- The scavrc file - remapping keys - alternate gfx sets ------------- The $HOME/.scavenger/scavrc file contains the XWindows key mappings. You can edit this file to change the mappings, but you've got to know the keycode. Each item is in hex. The names: background hero enemy hidden Point to .lbm graphics format names. If you want to see other graphics sets, point these to other ones. If you want to create your own graphics sets, make a copy of an existing one and put it into your $HOME/.scavenger directory. You might want to rename it also, but keep the .lbm suffix for future uses. Then change the scavrc file to point to your new filename. Don't include any path, scavenger looks for the file first in the LIBNAME (see Imakefile & names.h) then in $HOME/.scavenger. There is also an entry for slowing the game down slowdown=# Where # is 0-4 slowdown=0 ;normal slowdown=1 ; 7/8 speed slowdown=2 ; 3/4 " slowdown=3 ; 1/2 " slowdown=4 ; 1/4 " --Dave Ashley Wed Apr 23 05:44:42 1997