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Give the readme actual MarkDown formatting #45

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182 changes: 85 additions & 97 deletions readme.md
Original file line number Diff line number Diff line change
@@ -1,6 +1,4 @@
**************************
*** GEARHEAD README ***
**************************
## GEARHEAD README

Welcome to GearHead. This is, as far as I know, the world's first roguelike
mecha role playing game. I hope you enjoy playing it.
Expand All @@ -17,9 +15,7 @@ If you're still lost you can check the homepage:

http://gearheadrpg.com

****************************
*** COMPILING THE GAME ***
****************************
## COMPILING THE GAME

First, you need a copy of the source code. If you are reading this you probably
already have it. Next, you need to install FreePascal and the SDL 1.2 libraries.
Expand Down Expand Up @@ -50,134 +46,126 @@ Linux Notes:
- You need the packages libsdl1.2, libsdl1.2-dev, libsdl-image1.2,
libsdl-image1.2dev, libsdl-ttf2.0-0, and libsdl-ttf2.0-0dev.

****************************
*** THE GAME DISPLAY ***
****************************
## THE GAME DISPLAY

MAP WINDOW
### MAP WINDOW

This is the big area with the cyan border.
This is the big area with the cyan border.

INFORMATION WINDOW
### INFORMATION WINDOW

This is the small area in the upper right corner of the screen.
Here you will find the vital stats for your character, or whatever
you happen to be looking at.
This is the small area in the upper right corner of the screen.
Here you will find the vital stats for your character, or whatever
you happen to be looking at.

Below the name in the information window are some useful indicators.
Starting at the left is the position indicator; the white '+' shows
what direction you are facing, while the number in the center
indicates your elevation. If the number is blue, it indicates your
depth underwater.
Below the name in the information window are some useful indicators.
Starting at the left is the position indicator; the white `+` shows
what direction you are facing, while the number in the center
indicates your elevation. If the number is blue, it indicates your
depth underwater.

Nest to the position indicator should be a damage indicator. For
characters, this will just show your health points. For mecha, the
damage indicator shows a schematic of all the mecha's parts
indicating which bits have taken the most punishment.
Nest to the position indicator should be a damage indicator. For
characters, this will just show your health points. For mecha, the
damage indicator shows a schematic of all the mecha's parts
indicating which bits have taken the most punishment.

MENU WINDOW
### MENU WINDOW

Beneath the information window is the menu window. This is where
the control menus will appear.
Beneath the information window is the menu window. This is where
the control menus will appear.

CLOCK WINDOW
### CLOCK WINDOW

Beneath the menu window is the clock. This will show the current
game time. GearHead uses a clock-based game engine. Any action your
character can perform takes a certain amount of time. Once a
command is entered the clock advances until the action is completed
and control is returned to the player.
Beneath the menu window is the clock. This will show the current
game time. GearHead uses a clock-based game engine. Any action your
character can perform takes a certain amount of time. Once a
command is entered the clock advances until the action is completed
and control is returned to the player.

If you've played either MechForce or Titans of Steel you should be
familiar with this control type already. If you've played any of the
Final Fantasy games with the combat pause option on you should be
able to figure it out pretty quickly.
If you've played either MechForce or Titans of Steel you should be
familiar with this control type already. If you've played any of the
Final Fantasy games with the combat pause option on you should be
able to figure it out pretty quickly.

MESSAGE WINDOW
### MESSAGE WINDOW

The message window is meant to provide the narration for GearHead,
though at the moment it's mostly sleeping on the job and spouting
cryptic acronyms. I will work on making this window more useful...
The message window is meant to provide the narration for GearHead,
though at the moment it's mostly sleeping on the job and spouting
cryptic acronyms. I will work on making this window more useful...


**********************************
*** CONTROLLING YOUR MECHA ***
**********************************
## CONTROLLING YOUR MECHA

There are an awful lot of different movement and attack options
in this game. Characters are controlled through a hopefully-familiar
roguelike interface, while mecha are controlled using a menu interface
similar to the one used in the old Amiga MechFight game (and more
recently in Titans of Steel).

MOVEMENT MENU
### MOVEMENT MENU

This is the top layer of the menus.
This is the top layer of the menus.

A mecha can travel at two speeds- CRUISE SPEED and FULL SPEED.
While traveling at FULL SPEED, the mecha moves faster than
normal, but it recieves a significant penalty to its attack
rolls.
A mecha can travel at two speeds: **CRUISE SPEED** and **FULL SPEED**.
While traveling at **FULL SPEED**, the mecha moves faster than
normal, but it recieves a significant penalty to its attack
rolls.

WALKING is, in general, a slow way to move around. However, it
does have several advantages. Turns can be made very quickly
in this move mode. Also, walking mecha are better able to deal
with rough terrain.
**WALKING** is, in general, a slow way to move around. However, it
does have several advantages. Turns can be made very quickly
in this move mode. Also, walking mecha are better able to deal
with rough terrain.

ROLLING mecha use wheels or treads to move about. This move
mode is faster than WALKING, but usually slower than SKIMMING.
Mechas using this mode are more strongly affected by terrain.
They have a harder time passing difficult terrain, but receive
a greater speed bonus when traveling on roads.
**ROLLING** mecha use wheels or treads to move about. This move
mode is faster than **WALKING**, but usually slower than **SKIMMING**.
Mechas using this mode are more strongly affected by terrain.
They have a harder time passing difficult terrain, but receive
a greater speed bonus when traveling on roads.

SKIMMING mecha hover several meters off the ground. They may pass
over low obstacles without slowing down, and may fly across the
surface of bodies of water.
**SKIMMING** mecha hover several meters off the ground. They may pass
over low obstacles without slowing down, and may fly across the
surface of bodies of water.


WEAPONS MENU
### WEAPONS MENU

From here you should see a list of all the weapons your mecha
is equipped with. You can select a weapon, then select a target
to fire at.
From here you should see a list of all the weapons your mecha
is equipped with. You can select a weapon, then select a target
to fire at.

When a weapon is fired, it cannot be used again for a short
period of time. Most weapons will recharge in 30 clicks, though
some will be faster or slower.
When a weapon is fired, it cannot be used again for a short
period of time. Most weapons will recharge in 30 clicks, though
some will be faster or slower.

CALLED SHOT: If this option is set to "ON", the player will be
able to select which part of the enemy mecha he wishes to
hit. It is more difficult to make a called shot than it is to
make a regular shot.
**CALLED SHOT**: If this option is set to `ON`, the player will be
able to select which part of the enemy mecha he wishes to
hit. It is more difficult to make a called shot than it is to
make a regular shot.

WAIT FOR RECHARGE: Sometimes there will not be any weapons
available to fire with. Select this option to wait until your
next weapon recharges.
**WAIT FOR RECHARGE**: Sometimes there will not be any weapons
available to fire with. Select this option to wait until your
next weapon recharges.

OPTIONS: This will take you to the game options menu. You can
select either menu-based or roguelike control. Note that when
changing control type, it may be necessary to enter one last
action in the previously selected control mode before the change
will take effect.
**OPTIONS**: This will take you to the game options menu. You can
select either menu-based or roguelike control. Note that when
changing control type, it may be necessary to enter one last
action in the previously selected control mode before the change
will take effect.

BALLISTIC WEAPON BV, ENERGY WEAPON BV, and MISSILE BV allow you
to set the rapid fire settings for ballistic weapons, energy beam
weapons, and missile launchers. The value selected for MISSILE BV
indicates what fraction of the total missile payload will be
fired in each salvo. So, if a missile launcher contains 20
missiles and the BV is set to 1/4, five missiles will be launched
when it is fired.
**BALLISTIC WEAPON BV**, **ENERGY WEAPON BV**, and **MISSILE BV** allow you
to set the rapid fire settings for ballistic weapons, energy beam
weapons, and missile launchers. The value selected for **MISSILE BV**
indicates what fraction of the total missile payload will be
fired in each salvo. So, if a missile launcher contains 20
missiles and the BV is set to `1/4`, five missiles will be launched
when it is fired.


************************
*** DISTRIBUTION ***
************************
## DISTRIBUTION

GearHead: Arena is distributed under the terms of the LGPL. See "license.txt"
GearHead: Arena is distributed under the terms of the LGPL. See `license.txt`
for more details.

[email protected]
http://gearheadrpg.com
https://github.com/jwvhewitt/gearhead-1


[email protected]
http://gearheadrpg.com
https://github.com/jwvhewitt/gearhead-1