Introduction |
Welcome
to the Zep's Dreamland readme file (html version). In this file you
can find all the information you need about Zep's Dreamland and how
to play it. You will also find out how to get in contact with LoomSoft
if you have any problems, questions, or comments with the game. |
Legal |
Zep's
Dreamland is Copyright 2003-2004 LoomSoft (http://www.loomsoft.net)
Zep's Dreamland is a freeware game and is provided to you at no
cost. You may feel free to distribute it wherever you like, so long
as it remains in it's original from in which it can be downloaded
from the LoomSoft website. If you do choose to redistribute the game
I would appreciate being informed of where it is being made available.
LoomSoft
is not responsible for any damage, harm, or any other undesirable
(and even desirable) effects this software may cause to you, your
computer, or anyone else you know. Use this software at your own
risk! |
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Requirements |
Linux
- A fairly recent kernel
- ~6MB disk space
- Video
card capable of 640x480 resolution
- (800x600
for the level editor)
- A good chunk of RAM
Mac OS X
- Mac OS X "Panther" 10.3.4
- ~8MB disk space
- Video
card capable of 640x480 resolution
- (800x600
for the level editor)
- A good chunk of RAM
Windows (All variants)
- ~4MB
disk space.
- Video
card capable of 640x480 resolution
- (800x600
for the level editor)
- DirectX
7.0 or later
- A good chunk of RAM
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Story |
On
one very quiet and wonderful night Zep falls asleep and has quite
a strange dream. He is trapped in a dreamland where almost anything
goes! As much as he wants to wake up, he cannot; unless he travels
completely through it, visiting each different section he dreams up.
In his dreams, Zep has very special abilities which allow him to create
blocks which will help him along through his dreamt world. What kind
of special places does Zep hold dear? Traveling deeper and deeper
into Zep's Dreamland reveals more and more obstacles as his imagination
runs wild! |
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Gameplay |
Meet
Zep! You control Zep throughout the game. The game consists of navigating
Zep throughout a level to reach a certain location which allows
him to advance to the next level. This is not such an easy task,
however. Many obstacles will be in your path, and it is up to you
to determine the best (and sometimes only way) to get around them.
Zep has the ability to create special "blocks" by using
the life energy from the ground he is standing on. By building the
blocks in specific patterns, Zep can alter the landscape to his
ability thus allowing him to reach his goal! Again, not everything
is as it seems. Zep cannot build blocks while standing on top of
just anything. There are many types of ground that restrict Zep's
building ability. In addition to being able to create these special
blocks, Zep can also destroy them.
Only
by carefully placing and removing blocks can Zep navigate his way
through a level. See Block Types for specific information
on the creation/removal of blocks. |
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Controls
(default) |
Action |
Key |
Movement |
Arrow
Keys |
Create/Destroy
a Block |
Space |
Change
Music |
M |
Save
Game |
S |
Restart
Level |
R |
Screenshot |
F1 |
Zep
cannot jump. You must build blocks in order to
move Zep up a level. |
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Custom
Music |
In
addition to the original game music, the Zep's Dreamland game-engine
supports the ability to play your own custom music files. Just drop
any valid midi file into the ./data/music/ directory
and it will queue it in with the rest of the songs in the game. If
the music file is not a valid file, upon startup the game-engine will
come up with a dialog to inform you of the problematic midi file.
Simply remove the file from the music directory and all should be
well. |
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Notes
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Changes from version 1.01 to 1.02
Bug History
- Known Bugs
- Sometimes when loading the editor on OSX it will dump an error message that the editor needs an appropriate graphics card. However, upon simply restarting the editor, it runs fine without any warning or error output.
- Fixed in Version 1.02
- The game now warns the user that a game that is currently in progress will be lost if entering the Continue menu item rather than simply losing the current game's data without saying anything.
- The game now warns the user that a game that is currently in progress will be lost if entering the "Tutorial" menu item rather than simply losing the current game's data without saying anything.
- Fixed a problem in which starting a new game after loading a saved one would simply restart the loaded level, and not necessarily the first level in that level set.
- Fixed a problem in which escaping to the main menu while playing a level from a set other than the original would never show a "Resume Game" option.
- Fixed a bug in the editor which would clear our the map's contents if the "Load Map" button was selected, and then the dialog was cancelled.
- Relocated the "Last Level" button further to the right to accommodate levels saved with longer filenames.
- Removed the building of a block (if possible) upon selecting the "Resume Game" option when the build key is set to Enter.
- When using "r" to "erase" the map in the editor, the values of the scrolling background are now set to 0.
- Stopped using all deprecated functions (textprintf, for_each_file, etc) and began to use their newer counterparts.
- Fixed all slashes so now they use "/" instead of a Windows style "\\"
- Added functionality to the editor to switch between fullscreen/windowed mode on the fly via hitting the "f" key. The editor also stores the previously used mode before quitting in data/ed_settings.txt. If this becomes corrupt: 1 = fullscreen, 2 = windowed.
- Fixed in Version 1.01
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