THE DIGITAL DUNGEON WELCOME TO THE DUNGEON? 1-1 Why the Digital Dungeon? Role-playing games have traditionally had four complaints with their fun. Firstly, it is very difficult in general to accurately envision even a simple combat scene. The positions of the various creatures, the locations of the walls, doors, and large objects, the areas of effect of spells and bombs, the limit and span of vision from the perspective of each entity... the scene begins to spin and waver as combat progresses, and within minutes no one (often including the gamemaster) is really sure what is going on. Secondly, the information necessary to control a creature in combat must be readily available and speedily alterable in order that combat progress with any exciting pace. Copious figures and notes do the trick, but at what cost do the patience of all concerned? Thirdly, while rolling the dice is an inexhaustible source of excitement for the players, it can be very tedious for the gamemaster, who often ends up rolling more dice than the players combined. Fourthly, players very often have only a sketchy idea as to their foes' physical appearance. While a powerful orator can cater to the imagination of the players, describing their circumstances in deliciously immediate terms, after a while even the most accomplished gamemasters begin to show their patterns. It is simply too much to ask of even the most radically imaginative person to be continuously original. Probably at least one of these problems seems fairly serious to you. And thus... 1-2 Congratulations! Congratulations! By purchasing the Digital Dungeon, you have become one of a rapidly growing group of people who see the real benefits of integrating the computer and the role-playing game. Every attempt has been made throughout the design of the program to harness the power of the machine in logical and reasonable ways, all the while attempting to minimize the intrusive aspects of the program. The result is a utility which we feel will meet the needs of most gamers. The primary goals of the designers (in order of importance) were to provide an accurate representation of a combat scene, information for each creature (and quick ways to manipulate it), a very fast user-interface, and tools to automate and enhance the gaming experience. In realizing these objectives, a number of smaller features have been developed, generally as a result of observations made during play-testing. Concerning the user-interface; it was decided to make the program entirely mouse-based. The presence of the keyboard during play can be distracting and has not in practice yielded any real increase in speed. The program has specifically been designed with a fairly steep learning curve in mind. While it will take a little time (and some reference to the manual) to learn adequately how to use the Digital Dungeon, the payoff comes in the exceptionally fast pace that is possible once it is mastered. One of the factors in the difficulty of learning this program is the abundance of new ideas and graphic schemes. It has to be kept in mind that nothing like this has ever been tried before, and so some departure from the normal way of doing things would be expected in order that a genuinely viable product be brought into the world. The designers found (often to their dismay) that most of the conventional ways of going about things would not work with the Digital Dungeon for one simple reason: speed. Can you imagine using an intuition-style Digital Dungeon? All requesters and menus? It was tried, and it was not pretty. As a last note, it would be advisable to sit down with the manual and get a basic grasp of what is going on before experimenting. It is simply not possible to use the program fully without the manual, and not a good idea at all to even try without preparation. 1-3 The Digital Dungeon Package The program comes in a permanent plastic disk caddy with labels on the side and front of the package. Inside should be eight labeled disks: a program disk, three entity disks, two icon disks, and two relief disks. There should be a registration card as well, and careful searching will reveal the documentation, already open to section 1-3. 1-4 System Requirements The Digital Dungeon will run on any Amiga with at least one megabyte of memory. That is to say, both NTSC and PAL video standards are supported, the program is compatible with Kickstart 2.0, and you can get by with 512K of chip memory. It is very advisable, however, to have at least one megabyte of chip memory and 1.5 megabytes of total memory. Further chip memory is not in itself significant, but more total memory will allow for caching of complete combat scenes in memory - especially useful if the program is run from floppy disk. 1-5 Hard Drive Installation The Digital Dungeon comes with a program called "HDInstall". This utility, located on the program disk in the "tools" drawer, serves to install all Digital Dungeon-type disks onto the hard drive. These include not only the eight disks that come with the basic package, but any future expansion disks as well. The utility simply works by copying the disk in df0: to the hard drive location of your choice. It should be noted here that because of the way the Digital Dungeon works, all art volumes must go to the same location as the program itself. Therefore, you will want at least eight megabytes of space available on the partition you choose. Bearing in mind that you will almost certainly want some of the expansion disks, it would be a good idea to have more like fifteen or twenty megabytes of space available on the partition. The hard drive install utility creates a directory called "DD" wherever you specify you want it. All the Digital Dungeon disks are copied into subdirectories of DD that are given the same names as their floppy disk sources. The best way to go about it is to put the program disk into DF0: and activate the "HDInstall" utility by clicking on its icon. You will be asked where to create the Digital Dungeon subsystem, and then the program disk will itself be copied to that location. The actual transition from floppy disk to hard drive is not at all simple to do manually, so use of this utility is absolutely necessary. To install the other disks, remove the program disk from DF0: and put one of the remaining ones in. Now open the "DD" directory on the hard drive where you installed it and call the "HDInstall" utility from the "tools" drawer there. All seven art volumes should be installed in this way. When and if you purchase future expansion sets, the utility is used the same way to install them on the hard drive. It should be noted that floppy disk art sources can still be accessed easily when the program is installed and run from the hard drive, but not the other way around. If the program is booted up from floppy, then the hard drive will not be available. 1-6 Booting the Digital Dungeon There are two scenarios in which the Digital Dungeon can be started; from a hard drive (after it has been installed, of course), and from floppy drive. In both cases there is a certain sequence that must be followed to successfully load and run the program. You will find, in the same window the Digital Dungeon is located in, a set of icons called "DD Setup1" and "DD Setup2". One of these (and only one) must be activated each time before the program itself is called. You will call "DD Setup1" if using the 1.3 operating system, or "DD Setup2" if using the 2.0 operating system (or higher). Basically, these utilities configure the Digital Dungeon for use under the 1.3 operating system or the 2.0 (or higher) operating system. If you forget to use one of these, the program will terminate immediately after loading. If you use the wrong one, it will not handle floppy disk changes successfully. One of the advantages of configuring the system in this fashion is that floppy users don't have to perform lots of disk swaps to load the program. To make things simple (if you have a disk-based system), copy the appropriate setup file to the boot disk you use by dragging its icon. Thenceforth, you need merely double-click on the setup file on your boot disk and the system will be configured properly, involving no disk swaps. For those with sufficient expertise, the script lines in the setup files can be added to your boot disk startup-sequence, making the setup process automatic. 1-7 Formatting Floppy Disks In order to use a floppy disk with the Digital Dungeon, it is first necessary to place a small file on it called "Quickdir". The source for the file is the "tools" drawer on the program disk. Simply drag the "Quickdir" icon you will find in that drawer to the blank, formatted disk you are interested in using, and you're ready to go. When you actually use the disk for the first time with the Digital Dungeon program you will be asked to give the disk an original name. One warning: Do not under any circumstances attempt to move the "Quickdir" source onto the root directory of any Digital Dungeon disk that you do not wish to format. Its mere presence there means that the disk has already been cleaned. It is best simply to keep all original Digital Dungeon disks write-protected. 1-8 Using the 1.3 Operating System Some peculiarities of the way the 1.3 operating system works force the following convention on Digital Dungeon users who use that version of the operating system: When changing a floppy disk you must first remove the old disk (if there is one), then select the source or destination device in question, then put the new disk in the drive. If this exact order is not followed, there will be trouble in updating the disk. THE END