Gobble_d_Gook: A GCS for ZZT A GCS for a GCS? Well, it's not really a GCS, but Gobble_d_Gook is a game GENERATOR that can randomly generate huge adventure maps based on an easier-to make zoomed-out map. How to work it! Though GdGook.brd is the only file needed to use Gobble_d_Gook, I've added a bonus game, "Cavernz of Gook", which demonstrates what about 20-30 minutes of Gobble_d_Gook programming can do to create a complex and challenging game world. Of course, your actual mileage may vary. Before you even import the board, however, you're going to need to make a few decisions. Okay, a LOT of decisions. I've made a table to make the decisions easier. First, you're going to have to decide what KIND of terrains you want in your game (you can have 7 in all) and then choose which terrain type (of the 7 I have below) best fits each kind of terrain you want to use. It's probably impossible to do this unless you write tour decisions down. I, however, allow every man his own wish. Important thing to remember: Each of the "#/# = :label" lines corresponds to a different possible block type (anything you can #change to is legal) you will have 14 block types to use. Keep this in mind when planning for your terrains. Example: Color (# of Terrain) - (suggested blocks) - (makes terrain) #/# (# of times out of 1 this will appear in this terrain) = :label etc... Red (Terrain 1) - (ab = forest to fake, ac = empty, ad = forest to break) - (grassland) 15/16 = :ab 1/64 = :ac 1/64 = :ad 1/32 = *S Blue (Terrain 2) - (bb = forest to fake, bc = forest to break, bd = empty) - (forest) 1/2 = :bb 3/8 = :bc 1/16 = :bd 1/16 = *S Cyan (Terrain 3) - (cb = forest to floor, cc = green water, cd = forest to break) - (swamp) 1/2 = :cb 1/4 = :cc 3/16 = :cd 1/16 = *S Green (Terrain 4) - (db = empty, dc = blue door to water) - (Impassible water) 1/16 = :db 15/16 = :dc White (Terrain 5) - (eb = empty, ec = torch to solid) - (Impassable mountain) 1/8 = :eb 7/8 = :ec Purple (Terrain 6) - (fb = empty, fc = torch to break, fd = torch to normal) - (Passable mountain) 1/2 = :fb 3/8 = :fc 3/32 = :fd 1/32 = *S Yellow (Terrain 7) - (gb = torch to normal) - (road or dirt) 31/32 = :gb 1/32 = *S *S (Special Terrain) - (ib = empty, ic = ammo, id = gem, ie = bear, ig = lion, ih = tiger, ii = ruffian) - (Items and Monsters) 1/2 = :ib 3/32 = :ic 3/32 = :id 3/32 = :ie 3/32 = :ig (no :if, because :if is an illegal label) 1/16 = :ih 1/16 = :ii Okay, the next bit's an important bit. Got all your types connected with all your labels? Match up each UNIQUE (i.e. all forest-to-floors, ruffians, etc.) type of ground with this type list below: Red boulder = Type1 Blue boulder = Type2 Cyan boulder = Type3 White boulder = Type4 Green boulder = Type5 Purple boulder = Type6 Yellow boulder = Type7 Red sliderew = TypeA Blue sliderew = TypeB Cyan sliderew = TypeC White sliderew = TypeD Green sliderew = TypeE Purple sliderew = TypeF Yellow sliderew = TypeG Okay, didn't use them all? Probably won't, no problem. Used too many? Remember, these are only the TYPES of blocks you're using, not which label or terrain they belong to. STILL used too many? Try and cut down some, but don't mess it up too much. At long last... INPUT!! Unfortunately, you'll have to put in the same information 4 times. I'm sorry, there's absolutely no way around this. However, it's not a lot of information that you need to put in, and you've already got it in front of you. Hooray? Didn't think so. All right, import the board now. First, edit the object labeled "C". Now, replace all the s you used with what you want them to TURN INTO. Got that? Good. Now, edit the object labeled "N". All the :LABELs are lined up in a row for you. You still have your list? Good, now you're going to use the other side. Wherever you want a certain type of block, replace with whatever boulder or sliderew (sliderns for N and S) corresponds with the type you want. Now, repeat with S, (remember, sliderns) E, and W. Now, build your map out of invisibles whose FOREgrounds correspond to the colors of the terrain types you want, and whose BACKgrounds give the player at least some idea of what is going on. The #s 1-8 are towns. Put them wherever you feel like putting towns. The passages on the left hand side correspond with the towns. Just remember to make it a NON-STK WHITE PASSAGE that exits out of the town back onto the map. Okay, that was hard, I admit. But was it harder than programming a 60-board adventure game? (That's how big the expanded version would be) I think not. Anyway, have fun, enjoy the game, and experiment! IMPORTANT NOTICE ON TOWNS Make sure that your towns are surrounded on ALL sides by invisibles. Otherwise, your game will have many errors. One final thing: This is a list of things that you can #change to in Gobble_d_Gook: breakable, normal, solid, water, fake, forest, bear, lion, tiger, ruffian, gem, ammo. If you're #change-ing to something other than these, please edit object "B" and add whatever else it is you're changing. There is a template at the bottom. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ WiL