Adding More rooms
-----------------

Lets add some more rooms. The player wouldn't start in the bank. So we can make some more rooms outside.

Room 3 = You are outside the bank. Exits north and west
Connections = N 2 W 4 (we can use N instead of north because both are

under the same verb number)

Room 4 = You are on the the highstreet. There is an exit to the east and you can go down to the sewers.
Connections = e 3 d 5


*Ammending the old rooms
------------------------
(for some reason this comes before adding the other rooms)


In room 1 add the text. 'The bank vault door lies open to the east.'

In room 2 Add the text
'There is an exit to the south and a large bank vault door to the west.'
Also remove the exit 'West 1' (because the door is going to be locked)

Add south 3 instead.
ito

Back to adding more rooms
-------------------------

Okay now too add a 4 room sewer maze.

Room 5 = You are in a dank sewer, you can see daylight above.
Connections = u 4 n 8 s 7 e 7 w 6

Room 6 = You are in a smelly sewer
connections = n 7 s 8 w 5 e 6

room 7 = You are in a slimy sewer
connections = N 6 W 7 E 7 S 8

Room 8 = You are in a sewer
Connections = N 7 S 8 W 8 E 8

(The maze would be even harder if each room had the same description!

However you would still have to type the text out 4 times.)

Make the game start in room 8 now. 'In the begin where option.'


Adding the key
-----------------

Right, we need a key now. Make another object.

Go to nouns and add
2 = key (like making the gold)

Object 2 = 'A key'
Starts in room 8
weighs 1

now go to messages
message 2 = The key looks important.

Now to add the get/drop and examine conditions.

Go to Low priority conditions.

11= IF (VERB 7 AND NOUN 2 AND HERE 2) GET 2 OKAY END
12= IF (VERB 8 AND NOUN 2 AND CARR 2) DROP 2 OKAY END
13= IF (VERB 16 AND NOUN 2 AND AVAI 2) MESS 2 END

Ok now the key should be a working object like the gold bar.


Adding a door
-------------

First add message 3 'The door is wide open...'
Add noun 3 door (and 'vault' and 'bank' if you like as noun 3 too)
add the verb 'unlock' make it verb 18


Now go to local room conditions (not low priority)

For room 2

IF (VERB 4 AND SET? 3) GOTO 1 WAIT END
If you typed 'West' and marker/flag three is set (ie the door is open)

then go to room 1 Which is a substitue for the old connection which we

deleted earlier.

also add

IF (VERB 4) MESS 4 WAIT END
(if you type 'go west' and marker is not set then print message 4 (which

we should later make 'You can't walk through doors you know!')

finally add

IF (VERB 18 AND NOUN 3 AND CARR 2) SET 3 WAIT END
Which basically says if you typed 'UNLOCK DOOR' and you have the key on

you then set the door to be unlocked.

ok the real finally. Go to 'High priority conditions' and type

IF (AT 2 AND SET? 3) MESS 3
which displays message 3 if the Door is open. Well of course you knew

that.

Done!
-----

If you've not saved it yet now would be a great time. Save as a datafile

(or snapshot) though if you want to add to/edit this later on.

OK it should work now!

Creating new disks
------------------

If you want to save the game to a disk other than the GAC disk you can

simply create your own using Winape.

Go to file and diskA and select remove disk.
Then create new blank disk and give it a name.
Also format the disk image before you use it. (for some reason real

Amstrad cpc disks never came formatted, how authentic eh?)

If you want to learn more about GAC a google search give a surprising

amount of results.
The CPCWIKI page has a scan of the original instruction manual.