FFTG Documentation

               The Borneo Project
          (a Final-Fantasy-Type-Game)
		       Developed with CDX
			(c) 1998-2001 Jimb Esser

Official homepage: http://www.horningabout.com/borneo

This demo is freely distributable as long as all files are included in
the distribution.  With the exception of the main character sprite,
all graphics and executable code are original works, copyright Jimb
Esser, and may not be used without permission.  The main character
sprite is curerntly a re-rendering of a favorite Final Fantasy
character, but will be replaced with original graphics as soon as
possible.

This is a demo of the project currently under the name of "Borneo."  That
will not be its official name when it is released, just a name used
between developers.

In this demo, you have the ability to navigate through 3 connected maps,
while being randomly attacked by monsters (1/20 chance per square).  You
can also view the stats of the randomly generated characters.

There is no way to save, advance in experience, or do anything other than
fight and die.  This demo is just to show what things can be done, and
what the gameworld and battle of the Borneo project will be.

Overworld/Map keys:
	Arrow keys - Move the character
	Space - Bring up the menu
	  W
	A S D - Navigation of the menu.  Use 'D' to select and option
	Q - Bring up the Stats screen.  Of the submenus here, only "Stats"
		yields something
	B - Force a battle to appear
	Escape - Exit program

Battle keys:
	Arrow keys and WASD - Navigate the menus and select characters
		(Right arrow and 'D' select an option)
	Space - Bring up the menu on the selected character
	Esc - put character into "waiting" mode, they will not be
		prompted for commands until you manually issue one.
		If no character is selected, this will force-exit the
		battle.

Battle control:
	You characters are arrayed in 3 levels at the begining of the
	battle, with melee characters in front, medium range (pikemen)
	in the middle, and archers in the back.

	The characters in the front row (the middle of the battle screen)
	are in an area know as the 'fray.'  These characters will
	automatically and repetively attack the enemy fray characters.
	You can only give targeting and withdrawl commands to these
	characters.

	To the other characters you can issure row switch (withdrawl
	or advance) commands, targetting/attack commands, and other
	commands (use item, cast magic) which are not implemented in
	this demo.

	The Fray will move one direction or another when a side has
	significantly more people in the fray row.  Moving the fray will
	the characters in the back rows to enter the fray (unable to do
	long ranged attacks or spells).

	Attacks are not related to eachother, but more than one attack
	can be executed at the same time.  All other attacks can be
	paused when an attack is going on (more of a traditional style,
	but not as fast paced).  This is an option in the full version.

	The pinkish lines between characters show who is targetting who.


Last words:
	I hope you enjoy this demo!  I have put a lot of hours of work
	into the program, and it has come quite far.  This project should
	be finished within a year, and will be probably be sold as
	shareware and also published by one of the indie-friendly
	publishers.  If you are a publisher and are interested in publishing
	this game, please contact me.  I am also seeking talented artists
	to create more in-game art.  Programmers, writers, and map developers
	may be needed, contact me if you're interested.

Credits:
	Programming:
		Jimb Esser

	Art:
		Jimb Esser
		Matt Serani

	Game Design:
		Jimb Esser
		Tj Thurlow
		Matt Serani

	Special Thanks To:
		The original Borneo team:
			Andrea Johnson
			Joe Humrickhouse
			Joe Kadlec
			Logan Kessel
			David Kuck


Contact:
	Jimb Esser
	Email: wasteland@writeme.com
	Project website: http://www.horningabout.com/borneo
	CDX Homepage: http://cdx.sourceforge.net
	My CDX Projects: http://www.horningabout.com/cdx



Known issues and bugs:
 o The program will behave unpredicatbly after running for 49 days without
   stopping.  This is a known issue, and we are not planning on fixing it.
   Who wants to have the game running constantly for 49 days, anyways?!
   Heck, Windows(R) won't even run that long without crashing!
 o See ToDo.txt for a complete list of implemented and unimplemented features.


Progress:
00, 1-2	1471 lines of code.  Just got done implementing basic
	collition detection, have the ability to move a main
	sprite around, and display a randomly generated map.
00, 5-7 8000+ lines of code.  Have a functional map editor, the
	beginings of a character/entity object, a minimal status
	screen, the framework for running events, and a working door
	has been created
00, 6-8 12000+ lines of code.  Not too much new.  Fleshed out
	the character object, and have the beginings of a SpriteSequence
	framework (editor is complete, just haven't implemented
	it into the game).  Added map editor functionality enhancements
	requested by designers.
01, 1-25 Battle engine nicely under way. Added some features to the
	scripting language, and other general enhancements.  Over a year
	has elapsed, and the engine is nearing completion.  Graphics and
	story still need some work.  Status screen looks nice.