Designing Games with Xconq
Introduction
Designing Games with Xconq
A Tutorial Example
Basic Definitions
Adding Movement
Buildings and Rubble Piles
Human Units
The Scenario
Types
Designing Unit Types
Designing Terrain Types
Designing Material Types
Setting up Type Relationships
Stacking
Defining Occupants and Transports
Hints on Types
Setting up a Game
Designing the World
World Shape and Size
World Terrain
Synthesizing World Terrain
Rivers
Roads
Independent Units
Altitudes and Elevations
World Setup Miscellany
Designing the Sides
Predefined Sides
Side Library
Limits on Sides
Hints on Sides
Setting up the Units
Predefined Units
Making Countries for Players
Initial Supply
Setup Miscellany
Technology
Setting up Self-Units
Units and Actions
Unit Movement
Unit Speed
Movement Costs
Entering Transports
Border Slides
Leaving the Area
Free Moves
Zone of Control
Unit Construction
Researching
Tooling Up
Creation
Completion
Repair
Unit Combat
Capture
Detonation
Unit Manipulation
Transferring Unit Parts Action
Changing Side
Changing Type
Disbanding
Material Manipulation
Terrain Manipulation
Vision Parameters
Seeing All
Coverage
Setting the Initial View
Vision Range
Designing Backdrop Weather
Designing Backdrop Economy
Creating Materials
Movement of Materials
Consuming Materials
Adding Random Events
Accident Parameters
Attrition Parameters
Revolt Parameters
Surrender Parameters
Designing the Interface
Designing the Text
Describing Objects
Describing Events
Generating Names
Grammar Examples
Designing the Graphics
Image Format
Image Design Tools
Image Design Hints
Game Module Organization
Building New Games
Building Scenarios
Designer Mode
Saving Scenarios
Preparing a Game for Use
Installing a Game
Playtesting
Safety
Balance
Complexity
Combinations
Debugging Designs
Tricks and Techniques
Limiting Unit Quantities
Handicapping
Buying the Initial Setup
Leaders
Navigable Rivers
What Ranges for Values?
Fatigue
Brainless Units and Scorekeeping
Days and Years
GDL Optimization
Conversion from Xconq 5
Xconq 5.x Setproduct
Even More
Designing with the Common Interface
Common Interface Design Mode
Common Interface Design Palette
Common Interface Design Save
Common Interface Image Families
Designing with the Mac Interface
Using the Palette
Mac Interface Images
Icons and Patterns
Game Preview Pictures
IMFApp
Mac Interface Sounds
Reference Manual
Language Syntax
Lexical Elements
Conventions Used
Forms and Evaluation
Tables
Modifying Objects
Symbols
Lists
Arithmetic Operations
Arithmetic Comparisons
Boolean Comparisons
Game Module Forms
Module Variants
Including Other Modules
Conditional Loading
World and Area Forms
World Properties
Area Properties
Layers
Distances and Elevations
Temperatures
Winds
Clouds
User
Side and Player Forms
Side Name Properties
Side Class
Status in Game
Side Relationships
Numbering Units
Side-Specific Namers
Side Tech Levels
Side Views
Interaction
Doctrine
Side Action Restrictions
Other Side Properties
Independent Side
Players
Rules of Side Configuration
Unit Forms
Unit Properties
Unit Action State
Unit Plan
Goal Types
Task Types
Agreements
Scorekeeper Forms
Scorekeeper Properties
Scorekeeper Bodies
Scorekeeper Functions
Scorekeeper Examples
Scorefile
History Forms
Types in General
Type Names
Type Images
Documentation
Unit Types
Unit Naming
Availability
Class-Restricted Unit Types
Self-Unit Capable Units
Limits on Unit Quantities
Hit Points
Experience
Tech Levels vs Units
Opinions
Point Value
Advanced Units
Terrain Types
Terrain Subtypes
Terrain Compatibility
Other Terrain Properties
Material Types
People
Advance Types
Static Relationships Between Types
Occupants and Transports
Units and Terrain
Units and Materials
Terrain and Materials
Units and Advances
Vision
Basic Vision
Line of Sight
Tracking
Spying
Game Initialization
Synthesis Methods
Synthesis Method List
Fractal World
Maze World
Random World
Earthlike World
Random Terrain Changes
Making Rivers
Making Roads
Making Countries
Making Independent Units
Making Weather
Making Initial Supply
Naming Geographical Features
Naming Units
Making a Random Date
Setup Postprocessing
Initial View
Naming and Text Generation
Naming Sides
Namers
Naming Methods
Notices and Narratives
Actions
Actions in General
Action Ordering
Movement Action
Entry Action
Develop Action
Toolup Action
Unit Creation Actions
Unit Completion Action
Repair Action
Material Production Action
Material Extraction Action
Material Transfer Action
Side Change Action
Disband Action
Type Change Action
Combat Actions
Capture Action
Detonation Action
Terrain Alteration Actions
Backdrop
Years and Days
Temperature Variation
Temperature Effects
Wind Variation
Unit Production and Consumption
Terrain Production and Consumption
Supply Lines
Side Research
Unit Research
Terrain Attrition
Terrain Accident
Unit Revolt
Unit Surrender
Behavior
Game End
Dates and Time
Game Length
Calendar
Real Time
Image Families
Other Forms
Default Display Style
The Random State
Debugging Support
Files and Directories
Summary of GDL Syntax
Permuted Index of GDL Symbols
Glossary
Index
This document was generated on 17 September 2005 using the
texi2html
translator version 1.39.