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Fallout for PocketPC (beta version) |
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Users Manual |
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Software
version : 0.002 beta |
Minimal system requirements :
OS:
PocketPC 2002, Windows Mobile 2003/SE
Memory: 12
MB free space
Free disk
space: 7,5 MB
Video: qVGA
CPU:
250-300 Mhz
Recommend system requirements:
OS:
PocketPC 2002, Windows Mobile 2003/SE, WM5*
Memory: 19
MB free space
Free disk
space: 7,5 MB
Video: qVGA
CPU: 400 Mhz
*Possible not working on
devices with 3D accelerator
Features/restrictions of the current version
-
No avoid
barrier
-
No theft
and combat
-
Only one
game level showing an opportunity of realized algorithms of game
-
Minor
mistakes in process of characters
-
3 fully
implemented quests
Q: Will be a version with support of a
handheld computer with VGA the display?
A: Probably, yes. We need to complete
everything for qVGA version first.
Q: When will be next beta released?
A: At summer 2007, since I want to
make the simple script language interpreter to create map and scripts editors.
And also to implement processes of trade, larceny and combat.
Edit config.cfg to change music and sound
volume:
music_volume =
{the Level of loudness of music in game **}
sfx_volume =
{the Level of loudness of sound effects in game **}
** Integer value, can accept values from 0 up to 255.
The agreements accepted by development of graphic representations of
characters
Images of characters should be
placed in folder Graphics, in subdirectory c by a name of the character. Each
kind of actions should have 6 conditions: the east (E), the West (W), northeast
(NE), northwest (NW), a southeast (SE), a southwest (SW); written down in the
form of separate graphic files. The name of each file should consist of the
following a component: <weapon_name>_<current_state
>_<world_side>.bmp.
In the current version following
kinds of a condition of the character are realized:
wait, walk, run, action. And, conditions wait and walk should exist necessarily! The configuration file should be
applied on each of kinds of images with a name:
<weapon_name>_<current_state>.cfg
.
Note. weapon_name
– This name the identifier of the weapon which is accepted for all game as
a whole. I.e. in a folder with images for the stock, the given weapon will have
the same name, as well as in the names describing the character. Each
configuration file of images should contain following parameters:
frames_count = Quantity of the staff in the
image;
move_offset = Displacement of the character at
moving (in pixels);
animation_sleep = the Delay before display of each
staff (in miles seconds)
The agreements
accepted by development/translation of dialogues
Dialogues of characters, the description of
subjects of stock, game messages are placed in folder Maps and in subdirectory
with a name of a card (it is set in the editor/script) in the form of text
files. Each line in a text file should satisfy to following conditions :
Possible file names :
game_discr.txt - a descriptor of the interface and
the basic messages of game. Should be in the single copy and be radically
folders Maps. In it to contain special identifiers on which the program defines
their accessory to the certain game process.
invent_discr.txt - a descriptor of objects of stock ***. Each object of stock should contain
2 descriptions (one full, another - reduced);
discr.txt - a descriptor of game messages ***;
dialog _<character_name>
.txt - a descriptor
of dialogues of characters. Where <character_name>
- a name of the character (it is set in the editor/script) for which dialogues
are stored in this file. And, it is necessary to remember, that words of the character have
the identifier multiple 5, it under the order followed with possible
answers of the user (a maximum - 4).
*** Uniform file which should be in each subdirectory, describing the
specified game map (level).
The project author - Velmaskin Nikita
Aleksandrovich aka maskin, (C)
The purposes of the project: Creation freeware (with the closed
code) a game RPG-engine with high-grade map and script editors for creation of freely
distributed RPG-Tactic games.
Attention: the User can change existing images (sprites),
sound effects, music in game at own discretion. The author does not bear the
responsibility for actions of the user !