----------------------------------------------------------------------------- ########################### TRADING PUNCHES ########################### ########################### --------------- ########################### ########################### By: Sidney Merk ########################### ########################### For: IF-COMP 2004 ########################### ----------------------------------------------------------------------------- NOTE: If you're playing Trading Punches because you're judging it for IF-COMP 2004, and if you feel the need to count "readme" time toward the two-hour voting time limit, please read the FIRST section only, and then get right to the game! :) ----------------------------------------------------------------------------- ################# ## SECTION 1 ## ################# ------------------- Before You Start! ------------------- TRADING.HEX - The main game program. TRADGFX - Less Compressed Image Pack (recommended) TRADMUS - MP3 Conversions of the Music (recommended) TRADALT - Compressed Images and MIDI Music (alternate) If either TRADGFX or TRADMUS is missing, TRADALT will be used for the missing piece. Note that the MIDI playback in TRADALT ranges from "different" (as to "terribly annoying" -- if you don't use TRADMUS, and the music in TRADALT falls into the latter category, simply disable music (CTRL+P should do it). For those players using graphics, the command "VIEW" has been implemented, in order to display the chapter start-scene again. You may or may not find this handy. A walkthrough was available with this download. The file name is called "trading.txt". You can also reach me via email at sidneymerk@hotmail.com. Your feedback is appreciated. ################# ## SECTION 2 ## ################# ------------------------------- How To Play Interactive Fiction ------------------------------- I am assuming that you have already downloaded and installed the Hugo engine. It's free, but it is not included with this distribution. If not, try going to http://www.ifarchive.org, pick a mirror, select the "interpreters-other" area, and navigate your way to the Hugo downloads. Although these instructions are tailored to Trading Punches and Hugo in general, you may find this information handy for other IF games as well. Fortunately, most of what you need to know can be explained very briefly: Tell the game what to do, by typing your commands. You normally don't have to get very complicated. Keep in mind, you're still talking to a computer. Generally, your commands will take one of three forms: COMMAND VERB SOMETHING VERB SOMETHING at/to/about/with/on/under/etc/etc/ SOMETHING You'll modify this, of course, to the specific command. For instance, "get the book" (or simply "get book", as most articles can be ignored), is a valid command, as are "open book" and "read book", depending upon the context and the availability of these options in the game. "Throw book at the librarian" might work. "Ask librarian about the book" may be possible. Most Interactive Fiction (and this game is no exception) will be grouped into "rooms" -- even if several virtual rooms comprise a single larger area. To move about, simply type the compass directions -- N, S, E, W (or North, South, East, West, if you prefer to do unnecessary typing) are usually valid. The diagonals NW, NE, SE, and SW will sometimes work, depending on the area. U for Up and D for Down, although not required by Trading Punches, will work in some other games. Finally, "In" and "Out" (or "Enter Doorway" and "Exit") may also assist in your movement through game locations. Note that game items can be expressed in numerous ways. Because of this, it is often possible for the game to consider some of your commands as ambiguous. Take for example a situation in which there is a white statue and a blue statue. "X Statue" (because "X" is shorthand for "Examine") will probably result in "which statue do you mean, the white statue or the blue statue?" Hugo, like other IF languages, is clever in that you can actually disambiguate by answering the question. Simply type "white" and your command proceeds. Your original command could have included the color (x white cup). Often, you can simply use the most defining characteristic to refer to it. "X white" will work, until there is (for instance) a "white horse" in proximity, and then you'll once again be asked which one you meant. Other commands vital to most games include "Save" and "Restore" (you might not finish your adventure in one sitting), "Undo" to fix mistakes (although Hugo has hefty "Undo" capacity, I have purposely limited you to three turns backward), "Get" and "Drop" of course, and "Restart" if you wish to begin again. "Talk to (person)" followed by "Ask about (something)" are common in some games. "Tell (person) about (something)" can be useful. Just remember, there are so many possiblities when dealing with conversations, a game usually can't support a fraction of what you'll try. Beyond that, what you try is up to you. ################# ## SECTION 3 ## ################# ----------------------------------- AFTER You Have Completed The Game ----------------------------------- -------------- Preemptive FAQ -------------- Q: What is this "Preemptive FAQ?" A: It's a list of questions I might be asked by Trading Punches players, just in case you feel like asking. Q: Is this your first HUGO game? A: Affirmative. Q: Is this your first IF game? A: Not really. Q: How long did it take to create Trading Punches? A: About six weeks, right up to the IF-COMP deadline (and I mean RIGHT up to it, as in the deadline is 2 hours away and I'm still typing this readme), neglecting almost all else to see it through. :) The music, though, I had already written for another as of yet unreleased game, and it just required some tweaking. Q: How long have you had the idea for the story? A: For many, many cycles. Q: Was it extensively beta-tested? A: Yep - why? How badly broken is it? :( Q: Have you ever played "Prince of Persia" on X-Box? A: Yes. It was small inspiration in one spot. Q: Why are the terms "Sheeear", "Sheeear" in italics, and "Incender" all used at different times but in similar ways? A: "Incender" is what the Sheeear race is called by outsiders. "Sheeear" is the proper term, their own word for their people. "Sheeear" in italics emphasizes the proper (or an attempt at the proper) pronunciation for the same word; for instance, when a Sheeear refers to his own people. Q: Is Gavenn's society somehow devoid of racial diversity? A: Sort of; a lack of racial separation has occurred over a period of thousands of cycles, but deversity still exists. Incender skin is just really really REALLY dark. Q: Was this game meant to make any kind statement; political, ethical, religious, moral, or otherwise? A: Nope, although there are parts I have reviewed and thought "Hmmm, I wonder if people will think I'm trying to make a statement?" But no. I'm not generally a person to do such things, and every part of the game is simply an effort to tell an entertaining story. Q: Are there pieces of the story not completely explained in the game? A: Yes. Sorry. It shouldn't prevent you from understanding it though. Plus, some parts that are explained might be overlooked if you don't look at a few key objects or pieces of scenery. Q: Will you be writing any other games set in this same world? A: I have ideas for at least two prequels. We'll see if it actually happens or not. I fleshed out quite a bit of both cultures to use for reference and consistency, so I have some additional source material. ---------------------- Credits and Thank-Yous ---------------------- Thanks to my beta testers, Bildar, Zaruko, Deb, GreenAlge, Gambit, Grackle, and the few others who did not respond to let me know how you'd like to be listed in the credits. The following are free wireframe objects which were used royalty-free from 3dcafe.com and/or the3dstudio.com for various renders in the Trading Punches chapter illustrations: the bridge model (prologue), fountain, gate, and bench models (chapter intros), stone steps/rails, pillars, table, and sofa models (chapter 1), multiple underwater plant models (chapter 3). The chapter illustrations were designed and rendered using Corel's Bryce 5 (fomerly a MetaCreations product). Touch-up (buttonizing, mainly) was done using Paint Shop Pro 6 (JASC). All illustrations are original works. The soundtrack was composed using "Midi Studio Generation 6" (Magix), then converted to WAV using "Midi2Wav Recorder" (RINASoft) and finally to MP3 format with "MP3 Converter 2001" (Cannysoft). All songs are original works. Most of all, thank you to my VERY UNDERSTANDING wife, whom I have neglected in order to see this game finished, and whose patience would probably not have stretched much further. Yes, after September, I'm you're husband once again. :)