NOTES ON OCEAN ADVENTURE 1.00 IGM FOR LORD2



Hi, this is my first IGM written for distribution!



A special note of thanks to Jim Wilson, author of Mimsic Isle IGM, for his

idea of temporarily borrowing an unused byte variable for doing bitchecks.

=============================================================================



:Possible Bugs



- I haven't tested it in multi-player node, so I hope the @BUSY and @OFFMAP

commands are used correctly.



- This IGM uses LOTS of blocks already used by other IGMs. <sigh>

Unfortunately, there's nothing I can do about it. The blocks used are the

ones dictated by the geographical necessity of creating sea lanes linking the

major ports.



- Yes, I tried incorporating the two Ansi screens directly into the .REF, and

it kept bombing out with an error message. Keeping them external and using

the @DISPLAYFILE command was the only way I could get it to work. They may be

just too darn big.



=============================================================================

:Suggestions for stuff to be changed?



-The monster stats were more or less picked out of a hat; so if anyone feels 

those should be adjusted, I have no quarrel there.



-Ditto, the final warp destination choices after defeating the Kraken were

pretty much arbitrary. If anyone has better suggestions, then by all means.



-The aftermath of the final battle now seems pretty anti-climatic. Any ideas

on how that might be improved, or made the culmination of a quest?



-Currently, the Castaway and Kraken battles are one-win only, just like the

fight with Tash. But should I change that? (I love those Ansi's!). I was

debating whether to have the Kraken battle be repeatable so that players

could use that as a central warping point.



=============================================================================

:Game Continuity Issues



-I had to remove two hotspots from the game in order to comply with the

maximum of ten hotspots per screen. Sosen Village now has only one exit (big

deal). In PortTown, I had to eliminate the random messages from the 

bystander; that was the only hotspot that wasn't indispensable.



-I deliberately chose high monster/random ratios for the screens. First for

fun, secondly because I wanted to be able to gain and lose alignment faster.

That and the large number of gems available per day were intended for players

who've completed most of the conventional game already. If anyone feels this

disturbs the continuity of the game too much, I suppose those can be toned

down.



-I didn't think making DragonTooth Island accessible would disturb the game.

Evil players can get there anyway, and good players can't get past the castle

gate. Again, let me know if anyone feels that changes the game too much.



-Wackstick users can easily cheat on getting past the checkpoints on the

docks for whether you own the pontoon boots; but it's more fun if you dont.



