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Interactive Dungeon: ask your questions

Trainz

Explorer
Hi,

Interactive Dungeon (http://www.geocities.com/trainz_ca/ID/) is a proggy to make maps, and then explore them during a game session (replacing the use of graph paper), and to allow you to play battles on the map (replacing the use of minis).

In this thread I will answer questions you might have about the functionality of ID. This thread is not intended to gather advice on how to make ID better, we do not intend to improve it at this stage.

For starters, here's a few pointers:

After you made a map and saved it as a .DNG file, you do Run Map. ID will load the Execution part of the program and open a window in which you select what map you want to run. If you have never done this before, you will not see any map: that is because ID is looking for a .MAP file. In the bar Files of Type, you select what kind of file you want to load, in this case, a .DNG file. Then, you will see all the dungeons you have created. Select one, and it will load. You can set light radius (how much of the map will be revealed when you move the party around) and encounter frequency.

If you want to play-out a fight, you then click on the Combat Planner icon and you will zoom in on the section you currently are in. You will then be prompted to input a few specs about initiative.

All this is explained in the help file in ID. When you are mapping a dungeon, the help file will tell you how the designing part works. When you are in the combat planner, the help file will tell you how to use the combat planner (the help files are attached to the section you are currently in).

The arrow keys

ArrowKeys.jpg


are very important in ID. Here is what they're used for:

- rotate a dungeon feature before placing it on the map (like a door or chair)

- cycle between different shapes of a few dungeon feature. Try it with traps, columns, rocks, and bushes.

- Move the party in the dungeon while in execution mode.

- Change the size of a monster before you place it on the battle mat when in Combat Planner mode.

When desigining a dungeon, right-clicking will help you a lot. You can change tile colors, modify some specs of that square, or delete a feature that is on the map.

Make sure you read all the instructions on the web site and in ID.

Now, if you have questions, ask away ! If the answer is too obscure, I might be using screen shots to help you understand.
 

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I definitally think that this program rocks.

right now I just have 3 question. Is there an easy way to jump between design mode and execution mode? and then back again. I have created a number of multi level dungeons and while testing them discovered that I had made a mistake but I couldn't figure out how to go back and edit a map once I started running it.

can encounters be set up so that you don't have to be in an adjacent square to have the encounter? perhaps not in the original scope cause I was making the forest outside the dungeon's entrance but I made a ranger encounter in the forrest and for the life of me I couldn't run into him in encounter mode.

Is there a way to define a room as having it's own light source so that when you enter you see the whole thing?
 

DiFier said:
I definitally think that this program rocks.
I think so too. :D We can't imagine playing 3rd Ed. whatever (d20 Modern, Star Wars, D&D) without it. When we played Star Wars, I changed the sounds for Star Wars sound. When you went through a door, it would go "psht".

right now I just have 3 question. Is there an easy way to jump between design mode and execution mode? and then back again. I have created a number of multi level dungeons and while testing them discovered that I had made a mistake but I couldn't figure out how to go back and edit a map once I started running it.
There isn't. You must close the map and restart in ID designing mode. Things of note if you do a multi-room dungeon:

- Write the file name in small letters (not caps) and with 8 or lower characters. It helps, or ID might not see the new map.

- Make sure that the map linking trigger (stairs or arrow) has the proper file target name, written exactly like the target file. Make sure arriving coordinates are correct. You can use the show coordinatesfunction to help you figure out coordinates.

can encounters be set up so that you don't have to be in an adjacent square to have the encounter? perhaps not in the original scope cause I was making the forest outside the dungeon's entrance but I made a ranger encounter in the forrest and for the life of me I couldn't run into him in encounter mode.
When I want to do this, I just surround the zone with encounter triggers and ignore them when they pop-up after the encounter is resolved. It's not elegant, but it works.

Is there a way to define a room as having it's own light source so that when you enter you see the whole thing?
No. Light source has to be set manually, but can be changed whenever you want during the execution mode.
 
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You should in no way limit yourself to what is readilly apparent with the functions of ID. A little imagination can take you a long way. Here are a few examples:

id1.JPG


1) These are two large tables put aside. This is done to illustrate a table that is 4 squares long. The illusion isn't that great because you see the gap between them, but...

2) ...by changing the square color which contains the tables, the illusion is complete. Here you have a huge table that occupies 4x2 squares.

3) A gate to summon demons can be designed by inserting a monolith and flanking it by two wall torches. Changing the square colors also helps complete the illusion.

4) By putting four small columns in front of a long table, you can illustrate a bar lined-up with bar stools.

5) Here I give the illusion that there's a pile of gold pieces on the bar. This cannot be achieved normally in ID (you can only insert one event or feature per square), but by changing the square colors to that of the tables, and putting 2 small tables, a pile of gold, and 1 small table, the illusion is once again complete.

6) You can greatly enhance the overall look of the dungeon by slightly changing the color of the tiles. Doing it one square at a time would take too long, so simply use the insert => color pattern => random feature. For better effect, do it 4 times at 23 %, picking colors that are very thightly close to one another. Experiment with this feature to really get the hang of it.
 

wow thanks a lot!
I wasn't aware that it could do all that. I'm gonna try it the next time my group has a pc near (we usually play in areas where we are lucky to have light) and tell you how it went
 

I would like to mention that all the cooperative dungeons (CD-1, CD-2...) will also have an Interactive Dungeon map of the adventure included to play it during your game sessions.
 

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