Interactive Dungeon Help File


Select one of these links to navigate through the help file:


INTRODUCTION

    WHAT'S INTERACTIVE DUNGEON ?

        Interactive Dungeon is a mapping software intended to replace the old technique often used in role playing games of
        having the game master describe a dungeon as the players proceed, and having them draw it on graph paper, often
        with weird results.  Using Interactive Dungeon, the map would reveal itself on a computer screen as the players proceed,
        the whole thing being accompanied by dynamic sound effects.

        The whole process is divided in two stages.  First, there is the CONCEPTION of the dungeon map.  If you have already
        used a drawing program before, this part will be very easy for you to learn.  However, unlike normal drawing programs,
        this is also where you set up such things as events, starting points, map linking points, traps, random encounters, planned
        encounters, and custom sound effects.

        The second stage is the EXECUTION of the dungeon where, using the keyboard arrows, the game master moves the
        party through the dungeon at the players command.

    ABOUT RIGHT CLICKING.

        When designing a dungeon, many things can be undone, edited, and changed by right clicking with the mouse on a map
        square.  Use this feature extensively for it will greatly increase the speed at which you work.  Also, some things can
        ONLY be edited by right clicking.

CONCEPTION

    CREATING A DUNGEON:

        By clicking the Brush icon (8th icon on the upper tool-bar), you can draw walls on the map.  Left click anywhere on
        the map, and move the mouse three tiles to the right.  Left click to secure this wall and move the mouse three tiles down.
        Left click again to secure that second wall and move the mouse three tiles to the left.  Left click to secure that third wall
        and move the mouse three tiles up.  Left click to secure that last wall, and then RIGHT CLICK to stop drawing.

        Congratulations, you just created your first dungeon room (we told you it would be easy).  By now, you probably
        noticed Interactive Dungeon's weakness:  you can only draw horizontal and vertical walls, no diagonals, and no round
        shapes.  This was not possible to conceive at the moment, because each tile is full of parameters that come into play
        in the EXECUTION part of the program.  Believe us, we brainstormed for many hours to find a way to fix this, but at
        the moment our conceptual staff is composed of two persons, only one of which is a fully formed programmer.  Still,
        we are quite sure that you will find ways to work with that minor annoyance (hell, I did).

        Creating walls is by no means the only thing you can do, and most functions accessible by the menu also have appropriate
        icons on the tool bars.

    MENUS:

        FILE: NEW MAP; Choose this option if you want to make a dungeon from scratch.  The map is new by default when
        you start Interactive Dungeon.  You can also click on the New Map icon on the toolbar.

        FILE: LOAD MAP; Choose this option to load and modify an already created dungeon.  You can also click on the
        Load Map icon.  Note that loading a map can take some time, so please be patient.

        FILE: RUN MAP; This option loads a .DNG file and runs it into EXECUTION mode.  When started, the dungeon
        will only show the party at the starting point and the things in their current field of vision.  You could also click on the
        Run Map icon.  PLEASE READ CAREFULLY THE LAST PART OF THIS HELP FILE: RESUMING AN
        ALREADY EXPLORED DUNGEON.

        FILE: SAVE MAP AS...; This will open a window in which you save the currently edited map.  Type in the name you
        want for the map.  The file's extension is .DNG. DO NOT confuse it with files with the .MAP extension. These files
        will be addressed in the EXECUTION section. You could also click on the Save Map As icon.  Note that the files are
        BIG (2658 Kilobytes, or 2.6 Megs).  This is because these files are much more than simple images.  Every tile of the
        dungeon is full of properties that are necessary in the EXECUTION part of the program.  You might want to save the
        dungeon maps on a drive with lots of space if you intend to make extensive use of this program.  Note that saving a map
        can take some time, so please be patient.

        FILE: PRINT MAP; Click this option to print the map on paper.  This is desirable if you want to have the dungeon
        on hand during a game session.  The map will be printed on the upper half of your 8 1/2 x 11 sheet of paper, leaving the
        lower half empty for other hand-written notes you might want to add. You might want to make the background of the
        map white in order to save ink when printing it, although the default gray color shows well once printed.  You can also
        click on the Print Map icon.

        FILE: QUIT;  Choose this option to quit Interactive Dungeon.  You could also click on the top upper right "X" icon
        (like all regular windows applications).

        INSERT: DOOR, DOUBLE DOOR, SECRET DOOR, WINDOW;  These are quite self-explanatory.  They all
        have corresponding icons on the tool bar.

        INSERT: LINK MAP; Use this function to link two maps together if they are on the same level (use the Stairs
        function to link maps that are above or below each other).  This function is a bit tricky to use, because you have to insert
        the target map name AND the starting coordinates of the new map's link.  Thus, you must use this function on both maps
        in order for the link to work both ways.  Use the TOOL: SHOW COORDINATES function to see the coordinates.  It
        is a good idea to put the links AFTER all the maps of a given dungeon complex are made.  A link will be displayed on the
        map by the picture of an arrow.  Use the keyboard arrows to rotate the direction in which the arrow picture is facing.

        INSERT: STAIRS, WINDING STAIRS;   This function is exactly like the LINK MAP function except that it displays
        stairs (straight or winding) instead of the arrow symbol.  Use the keyboard arrows to rotate the stairs.  Note that it is
        possible to insert straight stairs with no links to other maps.

        INSERT: TELEPORTER/GATE;  This function will insert a teleporter pad on the map (illustrated by a target picture)
        that will transport the party to another part of the SAME map.  In order to make this a two-way teleporter, you must
        insert two teleporters (both at each from/to positions).

        EVENT: ENCOUNTER, EVENT, SOUND, TRAP (PIT/OTHER);  Use these functions to insert a text-and-sound
        event that will be triggered ONLY when the party icon steps on the square where the event is inserted.  The effect is the
        same for all of them (sound effects and message box), but the sound and icon displayed are different.  There are default
        sounds, but you can edit them by choosing you own .WAV files.  So, if you want the players to hear a certain sound
        (by creating your own or getting one from various sources - notably the internet) at a certain stage of the dungeon
        delving, you can by inserting an event.

        GOODIES:  These are all dungeon dressings such as columns and chairs that can be inserted on the map.  Most of them
        can be rotated by using the keyboard arrow keys.  They are all accessible on the right end tool bar.

        TOOLS: CHANGE BACKGROUND COLOR;  Use this option to change the color of the whole map.  Note that
        you can change the color of a single tile by right clicking on it.

        TOOLS: CHANGE STARTING POINT;  Use this option to set or change the starting point of a dungeon map when
        the map is loaded in EXECUTION mode.  It is not possible to save a map without giving it a starting point. SPECIAL
        NOTE: You might think that you don't need starting points for each and every map of a dungeon complex (more than
        one map).  Be it as it may, you have to.  However, if you access all other maps by links (arrows or stairs), after the first
        map is run, you don't need to worry about where you put the other starting points because you wont use them.  There
        may be inconsistencies when loading an already partially explored dungeon complex, but these are easy to avoid.  This
        subject is addressed in the EXECUTION part of this help file.

        TOOLS: FILL THE MAP;  This option is desirable to fill all unmapped areas of a map in black to better outline the
        rooms of the dungeon.  Use this option ONLY after the dungeon is completely mapped.  This is of no use for the
        EXECUTION mode of Interactive Dungeon, because all unexplored areas of the map are black BY DEFAULT.  It
        is only of interest if you want to print the map with a black background.  SPECIAL NOTE:  This will use A LOT of ink
        from your printer.  You are warned, so don't send us you ink cartridges bills.

        TOOLS: HIDE GRID;  Use this to hide the map grid if you don't want to see it on the printed map.

        TOOLS: PREPARE RANDOM ENCOUNTERS;  One of the most interesting features of Interactive Dungeon is
        the Random Encounter function.  This function is partly set in the CONCEPTION stage of the process (beasts
        encountered and numbers).  Up to eight (8) different encounters can be set in this fashion. If you use only some of the
        eight encounter slots, the selection will be made between those (the program ignores empty slots). If you want a certain
        type of beast to be more frequent than others, simply put it more than once in the encounter grid. EXAMPLE:  If you are
        creating a lair populated mainly by giants who have bandits as followers, you might want to set your random encounters
        like this:

                        Giants            1        to        4
                        Giants            1        to        4
                        Giants            1        to        4
                        Giants            3        to        7
                        Bandits          6        to        12

        Thus, when an encounter does occur, there is a 3 in 5 chance that 1 to 4 giants will attack, a 1 in 5 chance that 6 to 12
        bandits attack, and a 1 in 5 chance that 3 to 7 giants attack (ouch!).  If you wanted to keep it simple, lets say only 1 to 4
        giants, you would simply write Giants   1   to   4   in the first of the eight slots and all random encounters would be with
        1 to 4 giants.

        The FREQUENCY of the encounters (how often they are likely to occur) is set in the EXECUTION part of the program.

        TOOLS: SHOW COORDINATES;  Use this option to see all the numbers (X and Y axis) of all the tiles.  This is very
        useful when setting starting points, teleporters, and links to other maps.  Use this option again (Hide Coordinates) to
        remove the numbers.

        HELP: INDEX;  I think you have already figured this one out.

        HELP: ABOUT;  Wondering who are the people behind Interactive Dungeon ?  Click away !
 

EXECUTION

    EXPLORING A DUNGEON:

        When you do Run Map, ID (Interactive Dungeon) will load the Execution part of the program and open a window in
        which you select what map you want to run.  If you have never done this before, you will not see any map: that is because
        ID is looking for a .MAP file.  In the bar Files of Type, you select what kind of file you want to load, in this case, a
        .DNG file.  Then, you will see all the dungeons you have created.  Select one, and it will load.  An heroic song will then
        send you into adventure !

        If you created the dungeon right, you should see an icon representing the adventuring band (the players) at the starting
        point you set in the Creation part.  You should also only see what is currently in the field of vision of the players, walls,
        furniture, and doors (if no doors, at least a secret door is somewhere - invisible to the players of course - or this will be a
        very short game session indeed).

        Before starting the exploration of the dungeon, you might want to set two things up.  First, set the visibility radius to what
        the current light source of the players allows by selecting Tools: Visibility Radius. Second, set the random encounter
        frequency to whatever you want (the default value is NONE).  You can do this by selecting Tools: Set Encounter
        Frequency.  Then, for the fun part.  Using the keyboard arrow keys, the Game Master moves the party about, probably
        following what the players tell him where they want to go.  To open doors, simply run into them.  Note that the program
        doesn't keep track of what doors are locked, so it is up to the GM (Game Master) to tell the players "You try to open the
        door, but it is locked".  Let them through the door only when they found a way to open it.  It is a good idea to have a
        printed version behind the GM screen on which you mark such things.  If you don't have a printer, then you will have to
        make yourself a good-ol' pen-and-graph-paper version of the dungeon you created.

        To open secret doors, simply run through the wall where the secret door is located.  Once again, you will see the location
        of all secret doors on your printed version of the dungeon.  The dungeon will unravel itself as the players progress,
        fighting foes, finding treasure, and falling into traps.

        SPECIAL NOTE ABOUT FIELD OF VISION:  There is one thing we couldn't fix at this point in ID, but it is a minor
        annoyance that can be worked around.  When entering a winding passageway 5 feet wide (or one tile wide), only the
        section of the corridor currently in the field of vision of the players will be visible.  As they move at the next curve or
        intersection, only then will it appear on the screen. HOWEVER, the whole winding passage will appear on the screen if
        the corridor is wider than 5 feet (one tile).  It would be very complicated to explain why the program behaves that way.

        Two ways to work around this problem.  First, don't make winding passages with a corridor width bigger than one tile
        (unless you don't mind if the players see more than what is logically visible in their current field of vision).  Or, you could
        also put doors in winding passageways two tiles or more in width, thus preventing the program of showing too much (the
        rest will reveal itself only when the doors are passed through).

    MENUS:

        You will notice that the menus and toolbar in the EXECUTION part are quite different than the CONCEPTION part.

        FILE: LOAD MAP;  Select this to run another dungeon than the current one.  The program will ask you if you want to
        save the current one. PLEASE READ CAREFULLY THE LAST PART OF THIS HELP FILE: RESUMING
        AN ALREADY EXPLORED DUNGEON. Note that loading a map can take some time, so please be patient.

        FILE: SAVE MAP: Select this if you want to save the map at it's current point of exploration.  Note that saving a map
        can take some time, so please be patient.

        FILE: QUIT;  When quitting, the program will ask you if you want to save the program at the current point of
        exploration.  It is very important to do so if you want to stop the game session for the night and want to resume
        it at another time.

        ACTION: CAMP;  By choosing this option (or by clicking the campfire icon), ID automatically checks if, during the time
        the players spend hours resting, any beasts finds them when they are off guard and sound asleep.  This is, of course,
        according to the Encounter Frequency you already set (none by default).  You might want to click this icon if the players
        spend any significant amount of time (i.e. hours) at the same spot (like spending 4 hours in a huge room looking for
        secret doors).

        TOOLS: CHANGE VISIBILITY RADIUS;  Depending on the means currently used by the players to illuminate the
        dark passageways of the dungeon, their visibility will be more or less reduced.  Note that one tile (one square) equals
        5 feet.

        TOOLS: SET ENCOUNTER FREQUENCY;  Use this option to determine how often the players will be happily
        hacked to pieces by the unfriendly hosts of the dungeon.  This is, of course, above any already planned encounters.

        TOOLS: SHOW ENTIRE MAP;  By choosing this option, the whole dungeon will appear on the screen.  Useful if
        after a game is over, you want to tease your players with all the good stuff they missed.

        TOOLS: CHANGE BACKGROUND COLOR;  Well, use this option to change the background color.

        TOOLS: SOUND;  This is used to turn the sound ON and OFF.
 

RESUMING AN ALREADY EXPLORED DUNGEON:

    When making a dungeon, a single .DNG file is created.  However, when executing it, a .MAP file version of the .DNG file
    will be created if the map is saved during the execution mode.  .DNG and .MAP can both be executed, but only .DNG files
    can be edited.

    When you save and quit the map in the middle of an exploration, ID remembers what was already explored and where the
    party (players) was when it was saved.  In order to resume the game where it was last left, you must start ID, do Run Map,
    and load the appropriate .MAP file. NOT the .DNG file, or it will start the exploration from the beginning.

    Now, it gets more tricky if it is a dungeon complex with more than one map (linked), because when resuming, you must
    load the map in which the players ended the game session.

    Example: You created a dungeon complex composed of five linked maps (you had a lot of time on your hands). You
    called them RUINS1.DNG  RUINS2.DNG  RUINS2B.DNG  RUINS3.DNG  RUINS3B.DNG.  You start the game
    session, and after a long trek through the wilderness, the players find some underground ruins that they decide to explore.
    So you launch Interactive Dungeon, you do Run Map, and load RUINS1.DNG (remember to select the extension .DNG
    in files of type... because at this point, there are no .MAP files in the folder).

    The map loads, the trumpets play, you set the proper visibility radius and encounter frequency, and start exploring the
    dungeon.  The players eventually find a winding stair that goes down, and RUINS2.DNG loads. Once again, you set the
    visibility radius and encounter frequency and start exploring the second level of the not so small ruins.  Eventually, the players
    arrive in a corridor that seems to go off your computer screen in which an arrow can be seen.  They go through it and the
    other part of the now much bigger level loads, RUINS2B.DNG. Again, you set visibility and encounters, and off you go.

    At this point, it is 5:30 in the morning and the light of day can be seen through the gaming room windows accompanied by
    the song of the morning birds.  You all decide that you had quite enough fun for one gaming night (although, deep inside, you
    all know you could go on forever).  Now, at this point, your Maps folder contains eight files. The ones you already had,
    that are RUINS1.DNG  RUINS2.DNG  RUINS2B.DNG  RUINS3.DNG  RUINS3B.DNG and RUINS1.MAP
    RUINS2.MAP  RUINS2B.MAP.  The following game session, when your players come running at your house to continue
    such an amazing and live adventure, you will start Interactive Dungeon, select Run Map, and load the file named
    RUINS2B.MAP, since it was the map that the players where in when they last stopped the game.

    Although quite simple, all this may seem complicated.  If so, re-read the above example.  If it is still not clear, I suggest you
    read the whole Help File and experiment with Interactive Dungeon.  Good Luck, and have fun !

   You can send comments or suggestions to this email address trainz@videotron.ca