annotate arogue7/arogue77.doc @ 130:1a64fd0bfea6

arogue7: record completed games in a logfile.
author John "Elwin" Edwards
date Tue, 12 May 2015 09:55:05 -0400
parents adfa37e67084
children
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7 The Dungeons of Doom
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9 Toolchest
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16 1. INTRODUCTION
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17
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18 Rogue is a screen-oriented fantasy game set in the
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19 ever-changing Dungeons of Doom. The game comes complete
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20 with monsters, spells, weapons, armor, potions, and other
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21 magical items. The dungeon's geography changes with every
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22 game, and although many magical items have certain
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23 identifiable properties, such as turning the player
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24 invisible, the physical manifestation of the magic changes
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25 each game. A red potion, for example, will cause the same
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26 reaction throughout a given game, but it may be a completely
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27 different potion in a new game.
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28
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29 Entering the dungeon with only a little food, armor,
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30 and a weapon, the player must develop a good strategy of
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31 when to fight, when to run, and how to best use any magical
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32 items found in the dungeon. To make things interesting, the
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33 player has a quest to return one of several unique
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34 artifacts, rumored to lie deep in the dungeon's bowels.
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35 Returning with this artifact brings great glory and the
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36 title of Complete Winner. But even after finding the
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37 artifact, the player may wish to continue further to match
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38 wits with an arch-devil, demon prince, or even a deity found
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39 far down in the dungeon. Defeating such a creature will
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40 gain the player many experience points, the basis for
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41 scoring in Rogue.
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42
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43 It is very difficult to return from the Dungeons of
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44 Doom. Few people ever make it out alive. Should this
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45 unlikely event occur, the player would be proclaimed a
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46 complete winner and handsomely rewarded for any booty
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47 removed from the dungeon.
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49
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50 2. CHARACTER CLASSES
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52 Before placing the player in the dungeon, the game
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53 requests the player to select what type of character they
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54 would like to be: a fighter, a magic user, a cleric, a
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55 druid, a thief, a paladin, a ranger, a monk, or an assassin.
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56
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57 2.1 The Fighter
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59 A fighter is very strong and will have a high strength
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60 rating. This great strength gives a fighter the best odds
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61 of winning a battle with a monster. At high experience
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70 - 2 -
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73
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74 levels the fighter also gets to attack multiple times in a
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75 single turn. This obviously further increases his chances
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76 at winning battles. Intrinsic to the fighter class is a
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77 robustness which results in 1 to 12 extra hit points for
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78 every new experience level.
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79
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80 2.2 The Magician
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81
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82 A Magician is able to "cast" spells. The number and
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83 variety of spells increases as the magician gains experience
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84 and intelligence. Magic users are not as hearty as
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85 fighters; they receive 1 to 6 extra hit points for every new
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86 experience level.
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87
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88 2.3 The Cleric
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89
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