GB: What type of design tools do you use to create the dungeons,
characters, generally the whole game? Did you create an 'editor' of sorts
to 'layout the game'?
Doug: Absolutely. We have an editor we use to layout the dungeons and
the objects. In fact, see the accompanying screen shot. (Press F-10 or
left mouse button). Until March of 1991 we only had an editor. The game
is written so that the editor, the playtest game, and the shipping
executable are all the same code. Various compile time flags are turned
on and off to set what gets put in (enabling and disabling various
subsystems and subeditors, allowing various cheats and cheat menus, and so
on).
The editor allows the designers to terraform and texture a level, and then
place objects in the map as they want. The object browser allows the
designer to bring up data on the current object such as quality, status,
and so on, and edit any special flags for that type of object (what spells
are on it, data on traps and timing, directions doors open, and so on).
From the editor, a single key stroke or menu choice allows you to enter
"game mode" in which you can just play the game (although you can disable
creatures, set quest flags, teleport around, and so on).
So the designer typically works in the editor to set up a particular room
or scene or trap or puzzle or conversation, saves the work, pops over to
the game, tests it, then goes back into the editor and reloads and
changes it, all within the editor. The only design task not built into
the editor is the conversation compiler, which is a standalone piece of
code.
For conversations, one writes a source file and compiles it, then goes
into an editor and creates the appropriate character, and then can go
into game mode and talk to said creature. Overall, I think the editor is
the coolest piece of software we have written, but mostly just because it
is the most complex.