Zep's Dreamland Readme
email: jay@loomsoft.net web:http://www.loomsoft.net
Contents Introduction Legal Requirements Story Gameplay Controls (default setting) Block Types Buildable Blocks Restriction Blocks Misc. Block Types Other Gameplay Objects Teleports Win Teleport Custom Music Notes

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!
Requirements
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
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!
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.
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.
Block Types
Block | Information
Created block (standing still) | Creation: This block can only be created when standing still and pressing the block creation key. Removal: This block can only be removed by standing adjacent to it, facing it, and pressing the block creation key.
Created block (looking up) | Creation: This block can only be created created while looking up and pressing the creation key. Removal: This block can only be removed by standing on top of it and pressing the block creation key.
Created block (crouching) | Creation: This block can only be created by crouching and pressing the block creation key. Removal: This block can only be removed by crouching, facing it, and pressing the block creation key.
Any Created Block | All created blocks can only be created while standing on top of the proper terrain type. Created blocks cannot be created while standing on top of other created blocks or while standing on top of restricted blocks. They also cannot be created into a tunnel.
Restriction block (standing still) | This block restricts the building of the Created block (standing still) while Zep is standing on top of it.
Restriction block (looking up) | This block restricts the building of the Created block (looking up) while Zep is standing on top of it.
Restriction block (crouching) | This block restricts the building of the Created block (crouching) while Zep is standing on top of it.
Restriction block (all) | This block restricts the building of any type of Created Block while Zep is standing on top of it
Crumbling Block | Zep can stand on top of this block as long as he wants, but once he walks off of it, it will crumble and will be no more. Zep cannot build any Creation Blocks while standing on top of this type of block.
Horizontal Tunnel | A tunnel that Zep can walk through. Zep can also walk on top of this tunnel. Zep cannot build blocks into this type of tunnel; however, he can build blocks while standing on top of this tunnel
Vertical Tunnel | A tunnel that Zep can fall through. Zep cannot build blocks into this type of tunnel. Zep cannot walk through this tunnel horizontally, either.
Other Gameplay Objects
Object | Information
Teleport Entrance | Stepping onto this teleport pad will instantly teleport Zep to the corresponding Teleport Exit. Teleporting works only in one direction, so once you step onto the pad, you can't teleport back.
Teleport Exit | After having stepped onto one of the Teleport Entrance pads, Zep will materialize from this Teleport Exit.
Win Teleport | Stepping into this "Win" teleport will bring Zep to the next level.
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.
Notes
Changes from version 1.01 to 1.02 Ported to OS X. 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 Various minor fixes.