



Creative Adventure Writer (PC Version 1.2)        by Richard Hunt

Introduction
CAW is both an adventure game and adventure writer and was 
written using MicroSoft's QuickBasic 4.5. Adventures can be made 
up as you play by customising each location you come to (e.g. 
exits, what happens, description). CAW is based on the concept of 
triggers, a trigger being a command or phrase which will cause 
something to happen, e.g. a door to open, an object to be got, an 
object to be removed. Although this might not seem to be very 
comprehensive it can be used to create quite versatile adventures 
easily and relatively quickly.

Game commands
If you are interested on only playing adventures and not writing 
them then you need only know the following basic commands.

n/north                       go north
s/south                       go south
e/east                        go east
w/west                        go west
u/up                          go up
d/down                        go down
inv/inventory                 lists objects carried
help                          lists verbs used in adventure
commands                      lists all CAW commands available
score                         current score (% explored)
cls                           clears screen
clear                         toggles clearing of screen on/off
bye                           exits CAW
dir caw                       show adventures in directory
dir sav                       show savings in directory
chdir (directory)             change directory
keep (filename)               save position to disc
resume (filename)             load position from disc
ram save                      save position to memory
ram restore                   recall position from memory
load (filename)               load adventure
pmap                          prints squared paper for mapping
psheet                        prints lined paper

Editing commands
As game commands but with the following additions:

edit                          enter edit mode and add password
edit (password)               enter edit mode using password
normal                        return to game mode

!go (location number)         jump to location
!edit                         edit location
!n !s !e !w !u !d             create exit for direction
!wipe                         wipe location/exit
!bring (object)               conjures up object into inventory
!remove (object)              removes object from inventory
!remove (all)                 removes everything (type as seen)
save (filename)               saves adventure to disc










Creative Adventure Writer (PC Version 1.2)        by Richard Hunt

edit/normal
This toggles between edit/game mode, edit mode allows all other 
editing commands to be used while game mode restricts commands to 
those relevant to playing the adventure. If there is no editing 
password present then edit should be used and then the password 
entered when requested, otherwise edit (password) should be used.
There are no extra parts to normal. When in edit mode ending the 
game through holding or lack of an object is not possible, only 
when it is caused through a trigger.

!go
When editing it is useful to be able to jump directly to a 
location instead of 'walking' there. To go to the location simply 
type !go (location number), the location number is displayed 
above the location description in edit mode.

!n !s !e !w !u !d
Depending on what direction the exit you want to create is you 
use one of the above, e.g. !s. After you have entered this the 
computer will then ask you for two pieces of information. The 
first is simply for the location number it is to lead to and the 
second is for the exit type. The exit type can be hidden/visible 
and/or accessible after a certain trigger[s] (more on triggers 
later). The following is a summary of the codes used:

     ! Exit type                    ! Visible ! Hidden !
     !-------------------------------------------------!
     ! Normal                       !    0    !    5   !
     ! After trigger 1              !    1    !    6   !
     ! After trigger 2              !    2    !    7   !
     ! After trigger 1 and 2        !    3    !    8   !
     ! After trigger 1 or 2         !    4    !    9   !

CAW can store a maximum of 200 locations, depending on the size
of the location descriptions.

!wipe
Wipes either an exit or location, simply follow the questions and 
prompts to do so.

!bring
When testing the adventure it is useful to be able to have an 
object to test the trigger[s] with (see next sheet). To conjure 
up an object in your inventory type !bring (object).

!remove
The opposite of !bring being used to remove unwanted baggage, to 
do so type !remove (object). Useful for testing triggers again 
which require that object to be picked up.















Creative Adventure Writer (PC Version 1.2)        by Richard Hunt

!edit
The most important of the editing commands as it is the one which 
actually defines what is going to happen at that location. It is 
described by entering two strings, the description and the 
trigger string.

e.g. You are in a dark cave, water drips slowly down the walls
     giving a sullen atmosphere. Exits lead north and south.

     (chest:scroll::)get chest:examine scroll`The scroll shows a
     map of the island, by a river is an X(:)

This location is set in a cave, the text entered in the 
description is automatically formatted to fit onto the screen 
without words being cut in half. The end of a line may be forced
by inserting a \ into the text. All text is and can be treated in
this way.

The first two words are the objects which are present, in our 
example these are a chest and a scroll. If no objects are 
required then nothing is put although the actual 'sentance' 
punctuation, i.e. (:::):(:), is. Note that the objects correspond 
to their triggers. If the object isn't the same then CAW checks
the player's inventory. If no object matches that in the trigger
then no action is taken.
  
The next two blank spaces are for additional text which is 
printed up on the screen if the corresponding trigger is set, 
this and everything else will be explained in more detail later.

It is now that the actual triggers come, in this case get chest 
and examine scroll. The first word is always taken to be a verb 
and is just there to identify whether the user is trying to do
the right thing with the object (the remaining words). However
if the verb is get then that object will be added to the
player's inventory.

Also note that after examine scroll is an ` (the apostrophe top
left of the keyboard, or use |), this causes the following text
to be printed up immediately after the trigger is set and only
then. If the text is just a # then this will end the game.
  
The last brackets contain the 'game over' details, if there are 
any. The first part is the object part, if the player has this 
and the death object is prefixed with a # or the player hasn't 
that object and there is no prefix then the game is over. The 
final part of the bracket is the text which is printed up when 
this happens.

So in this location the player can get the chest which and can
also examine the scroll. When this happens the following text
will appear on the screen (once only), the scroll will not
however be removed.

When an action occurs CAW notes this 'setting the trigger'.
Entering !edit (when in edit mode) will reset the triggers for 
that location.







Creative Adventure Writer (PC Version 1.2)        by Richard Hunt


Things now start getting more advanced. In this version of CAW
(and ST Versions 3.6 upwards) there is also a very useful
'secret' trigger addition. Prefixing the trigger with & (this must
be the very first prefix) will cause that action to be carried out
automatically (and secretly) on arrival at the location. Also,
prefixing a trigger with ^ results in the object being picked up
regardless of what that trigger is.

Similarly adding & to the beginning of an object name (it becomes
part of the name) causes the object to be picked up immediately
when possible (see below) and makes it invisible to the adventurer
(except in edit mode). The only other prefix that can be used with
this is # (e.g. &#Object), this causes it to be picked up
automatically after the other trigger.

All of these features mark a significant improvement on previous
versions as it is now possible to have 'remote' triggers, i.e. an
action at one location can result in the adventurer being 'tagged'
with an invisible object to cause another event elsewhere. Note
that automatic triggers will not work if they have text after them 
through the use of an apostrophe.

It is important to know how CAW deals with the automatic events
so that you can use them properly and effectively. Any automatic
events - ie. those prefixed with & are only effective outside of
the editing mode. Also, an object prefixed with & will be got
each time the adventurer is at a location if it does not exist in
their inventory. If you only want it to be got once in the game
and you will be disposing of it later then you should use an
automatic trigger to get it.

All the prefixes and directions for editing a location are listed
in COMMANDS.





























Creative Adventure Writer (PC Version 1.2)        by Richard Hunt

To summarise, the trigger string can be briefly described as:

  (Object 1:Object 2:Description 1:Description 2)Trigger 1:
  Trigger 2(End game Object:End game Message)

Prefixes should be in the order &^#@ or &^@#. The use of these
are described below.

Objects
These relate directly to the triggers, e.g. for get spanner to 
work in trigger 1 then spanner would have to be object 1. Any 
other sort of trigger can operate on an object in the
adventurer's inventory.

Prefixes can also be added, @ hides the object so that it won't 
show on the You can see ..., # will only allow the object to 
be seen after the other trigger has been activated. Any
combination of the prefixes can be used. Adding & to the
beginning of the name will make it be picked up automatically
on entering a location. This can only be used on it's own or
with # (hence &#) which results in it being got after the other
trigger is set.

CAW can handle 200 movable objects (i.e. they can be got) and up
to 200 locations (depending on memory), do not include any more
or error messages will come up when the limit is passed.
 
Descriptions
These are printed up on the screen if their corresponding trigger 
is activated, i.e. description 1 with trigger 1 and description 2 
with trigger 2. These are added directly onto the end of the 
location description and so put a \ at the beginning to force a 
new line if that is what you want instead. Alternatively a # can 
be used as a prefix which will cause the description to be the 
new location description, trigger 2 taking the priority if both 
triggers have this effect.

Triggers
The first word of these is always taken as the verb(s) and the 
latter part the noun (name of the object) unless a \ (which will 
take the place of a space), with or using is used to seperate the 
two. If two \s are used then the noun will be that inbetween.
The noun must be the name of the corresponding object or an
object which is in the player's inventory. If the first word is 
get then the object will be removed and added to the player's 
inventory. Triggers should not clash with the CAW commands.

Prefixes can also be added to these as well, & carries out the
trigger on arrival secretly, # will remove the object after the
trigger has been activated and @ will only allow the trigger to
take place after the other trigger has been done. An apostrophe
can also be added to display instant text after the trigger. This
cannot be used on automatic triggers. If the text is just # then
the game will end.

  e.g. get knife  get the\knife  attack guard with knife







Creative Adventure Writer (PC Version 1.2)        by Richard Hunt

End of game bracket
The object part of this decides whether the game ends or not; if 
it is prefixed with a # then the player dies if he has that 
object, if it isn't prefixed then the player dies if he doesn't 
have it. The message is then printed up and CAW prints up the 
score, number of moves taken and then asks whether the player 
wants another game.

Window and Graphic
This is >only< on the >ST< versions 3.6 and above and is
mentioned here for the sake of compatibility. The ST version
has 6 window (text area) types, 5 of which can be selected by
the user - the other is the starting window. This is selected
by putting the relevant number straight after the last bracket,
these are:

            0 - Full Screen             3 - Left half
            1 - Top half of screen      4 - Right half
            2 - Bottom half                                
 
The windows were included specifically so that graphics could be 
included, there need be no graphics - simply leave out the
filename, I also suggest using window type 0. The graphics are in
the form of a compressed (STOS) screen. This filename (minus the
.MBK) comes immediately after the window type which must be
specified,

e.g.:

        1house   -   Top window (1) with screen HOUSE.MBK
        223      -   Bottom window (2) with screen 23.MBK

Although you will only usually draw the part seen, if you are 
feeling really artistic you could draw all the screen which could 
then be viewed by the adventurer by typing LOOK. If there is no 
set graphic screen at the next location the picture will stay 
displayed.



























Creative Adventure Writer (PC Version 1.2)        by Richard Hunt

Hints and Tips
An object does not have to be visible, it could be permanently 
invisible to allow commands such as say hello to take place - 
hello would be in the object part of the trigger string prefixed 
with a @.

A similar technique can be used with the end game object, this 
could be an object which isn't to be found in the adventure thus 
causing instant death.

The game over part does not have to be for when the player dies - 
it is a useful way of ending an adventure when it is completed.

Try to use up any spare triggers with commands like examine, 
discovering things which needn't necessarily be necessary is 
enjoyable in itself - especially if what has been discovered is 
humourous.

Take up as much space for your description as you can, sometimes 
this isn't possible if a trigger alters this but the bigger the 
description the more powerful the image it conjures up.

In your adventure scatter bits of information which can be 
discovered by the player as a detective would so helping build 
the storyline.

Mistakes when keying in the strings are extremely annoying, 
especially if what you have just typed in is very long. Checking 
as you go along and having a final check at the end is very good 
advice.

Try to introduce an air of originality into your adventure in the 
sense of descriptions of doors etc.. Doors could be talking, 
wooden, iron, intelligent, stupid, have spyholes, locks, the list 
goes on!

On the subject of doors, exits can be easily made to be one-way 
or go back to a different location - extremely handy for 
constructing mazes. Don't make this too complicated though as it 
could prove too frustrating and almost impossible.

Hiding exits and other objects is also a good idea, for example 
having to open some curtains to find a door. You could also 
include other ways of getting to locations such as pulling a 
lever.

Puzzles are compulsary! An adventure without puzzles is like a 
film without a plot. Arrange your puzzles so that they start off 
fairly easy and get harder thus encouraging the player to carry 
on. A lot of puzzles needn't necessarily mean a huge adventure, 
in fact a huge adventure with relatively few puzzles can become 
boring very quickly.












Creative Adventure Writer (PC Version 1.2)        by Richard Hunt

Bigger puzzles can be constructed if you use the new prefixes (& 
and ^). An object could be automatically picked up (e.g. &trip1) 
which could then make an automatic trigger possible to bring 
characters to a location. For example you could have a genie 
which helps you at certain locations after you've rubbed it's 
lamp or pull a trigger in one location to effectively do some 
action elsewhere. This can be easily done as follows:
           (@lever:::)^pull lever'It breaks off:(:)
           (::A bridge spans the gorge:)&#use lever:(:)
When the lever is pulled the object trip1 secretly put in the 
player's inventory. The player then goes back to the previously 
uncrossable gorge to find a bridge (an exit was created with the 
automatic trigger) as the trigger can now take place. 

Think your puzzles out carefully beforehand, it's no good not 
being able to complete a puzzle because to do just that you need 
an object which is only available after you've overcome it! A 
puzzle also needn't be a simple get key to unlock door job, it 
might involve getting the hammer, to break the glass, to get the 
whistle, to call the dog, to get a bone, to give to the wolf, to 
get the key and then to unlock the door!!!

It is not necessary to give a password for editing by just 
pressing return, useful if you forget things easily. When you do 
come to include your password make it one that is unusual yet is 
one you can remember instantly.

You can create adventures without ever editing in CAW by 
wordprocessing it in pure ASCII (pressing return at the end of 
each entire line). The file format is as follows:
     (number of locations)
       (description location 1)
         (blank line)
       (trigger string location 1)
         (blank line)
       etc.
     (password)
This creates an unprotected CAW file and can be used to convert 
any pre ST version 3.6 files. Although they will load in the text
will not fit correctly - to correct this just add back in the spaces 
between any joined words and remove any unwanted \. The latter is 
particularly important as in the old versions of CAW (the other 
26!) the text was formatted on entering.

A useful source for an adventure is a book, even if the story 
isn't in the area/time period you want to write in then names of 
objects and people can easily be changed. However it is much more 
satisfying to do your own idea as you can actually build your own 
small world, it also allows you to distribute your adventure more 
freely.

Test your adventure out before you give it to a friend or whoever 
to play. On the same note, it's no good writing an adventure if 
there's no one else to play it ...

Happy Adventuring





