(This is the "Dungeon Designs" column from the September 1991 issue of the Eamon Adventurer's Guild newsletter.  Copyright 1991 Eamon Adventurer's Guild, 7625 Hawkhaven Dr., Clemmons, NC 27012-9408.  You may reproduce this freely as long as this credit remains attached to the article.)


An index of past designer articles

Jun'91: Back to the Basics: Containers
     How to program and use; step-by-step examples

Mar'91: Back to the Basics: Rooms and Doors
     How to program and use; step-by-step examples

Dec'90: Using 10 Directions in Version 7.0
     How to modify the MAIN PGM
     Pitfalls to watch for

Sep'90: Eamon Style and Technique:
          the Storytellers's Craft
     Pointers on how to plot and write an Eamon adventure

Jun'90: Converting Eamon Adventures to ProDOS
     A step-by-step discussion of the procedure

Mar'90: Designing Descriptions for the 40/80 option
     How to write descriptions that look good in both 40 and 80-column formats.

Dec'89: Basic Eamon Routines
     Tips on modifying commands and on using the POWER and USE commands

Sep'89: Using Effect for Eamon Games with 7.0
     How to make and use your own special effects

Jun'89: Traps and Obstructions
     Guidelines for proper design in order to ensure maximum player enjoyment

Mar'89: The Parameters Option
     Using this option to make special artifact types

Dec'88: Increasing free memory for large adventures
     Tips on how to make the MAIN PGM smaller

Sep'88: Programming efficiently for space and speed
     Tricks that make an Applesoft program run faster

Jun'88: Room Descriptions
     How to properly describe room exits to make the player's mapping effort more enjoyable

Oct'87: Handling monster groups
     Special routines for handling the friendliness of 'tribes' of monsters (from "Buccaneer!")

Jan'87: Initializing an adventure diskette
     A tutorial on how to generate a new adventure diskette

Jun'86: A description of the changes that were made going from version 6.0 to 6.2.

Oct'85: Putting Fun Stuff in Eamons
     1) Using gates
     2) Number conventions for extended 6.0 usage
          (also example code for DIG & WEAR commands)
     3) Save Game feature
     4) Some undocumented features
          (group monsters, poisons, truces)

Aug'85: Adding commands to the MAIN PGM
     Discusses an example EAT command

May'85: Things We'd Like to See in Eamon
     Pets, exhaustion, broken armor, SAY command
     much good discussion on pets

Mar'85: Guidelines for writing adventures
     Some good suggestions and guidelines, and a discussion of several inherent limitations of      the Eamon MAIN PGM

Jan'85: dead bodies and magic
     A great discussion of magical effects

Oct'84: Doors, gates, and keys
     Locked doors for version 5.0, which didn't have key artifacts

Aug'84: Local Magic
     A few ideas for special stuff

May'84: A brief discussion of some Eamon stuff
     Eamon Master Diskette
     Basic monster and Artifact fields

Mar'84: Initializing a new adventure diskette
