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xconq-7.5.0-1.20050612.5mdv2009.1.i586.rpm

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<TITLE>Designing Games with Xconq - Introduction</TITLE>
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<P>
<h1>
<P>
Designing Games with Xconq
</h1>
<P>
<h3>
The School for Strategy
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Version 7.4
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December 2000
<P>
Stanley T. Shebs
</h3>
Copyright (C) 1987-1989, 1991-2000
Stanley T. Shebs

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<P>
Permission is granted to make and distribute verbatim copies of this
manual provided the copyright notice and this permission notice are
preserved on all copies.

</P>
<P>
Permission is granted to copy and distribute modified versions of this
manual under the conditions for verbatim copying, provided also that the
section entitled "GNU General Public License" is included exactly as
in the original, and provided that the entire resulting derived work is
distributed under the terms of a permission notice identical to this
one.

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<P>
Permission is granted to copy and distribute translations of this manual
into another language, under the above conditions for modified versions,
except that the section entitled "GNU General Public License", and
this permission notice, may be included in translations approved by the
Free Software Foundation instead of in the original English.

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<H1><A NAME="SEC1" HREF="xcdesign_toc.html#SEC1">Introduction</A></H1>

<P>
In this manual, you'll learn how to design new kinds of games with
<I>Xconq</I>.  <I>Xconq</I> has been designed to support the use of a variety
of techniques to design, construct, and test your game idea.  These
techniques range from text file editing to online painting; in most
cases, you will use a combination of techniques to build a complete
game.

</P>
<P>
As the person customizing <I>Xconq</I>, you will be called the
<STRONG>designer</STRONG>.  This term also indicates the primary activity, which
will be to Design The Game.  The capabilities described in this manual
are merely tools; it is up to you the designer to exercise discretion
and judgement in using them.

</P>
<P>
You design games using <I>Xconq</I>'s Game Design Language (GDL).  GDL is
<I>Xconq</I>'s common language for defining all parts of a game, from the
entry in the menu that players select games from, down to the last tiny
detail of a saved game.  GDL resembles Lisp, although (at the present
time) it is not a procedural language; there are no functions and very
few control constructs.  Instead, the contents of a file guide the
creation or modification of <I>Xconq</I> objects representing types,
tables, units, and so forth.  While a game is being played, <I>Xconq</I>
uses this data to decide what to do and what to allow players to do.
Players never actually see GDL directly.

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<P>
In this manual, "you" always means you the designer, and players will
be referred to as "players" or "users".  The distinction is
important; as the game designer, you will encounter and deal with many
technical issues relating to the inner workings of <I>Xconq</I>, but if you
master those issues, your players will see only a fun game to play.

</P>
<P>
A final caveat before plunging in: <I>Xconq</I> is an experiment in the
design and construction of configurable games.  This means I have had
limited prior art on which to build, and there are lots of odd corners
that have never been tested or even thought about.  In this spirit, I
would like to hear about weird cases, and ideas for how to handle them.

</P>
<P>
Chapter 2, "Designing Games with Xconq" is an explanatory guide for
building and modifying <I>Xconq</I> game designs, using both Game Design
Language (GDL) and online editing tools.

</P>
<P>
Chapter 3, "Reference Manual" is the complete definition of GDL.  It
includes the syntax and semantics of all parts of the language.

</P>
<P>
Appendices include a summary of GDL syntax, a permuted index of
GDL symbols, and a glossary of terms.

</P>

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