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+			  Smiley Godbots	v.2.00	beta	              +
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0. Intro

	This is the beta version of SG.2. I am finalizing the engine, tweeking
out the kinks in the supermoves and adding a file manager for the copious data
files that are generated by this game.

What Files?

Every character has:

	charactername.DAT

		character's name						every file is $character's_name.XXX
		taunt 								will exclaim this before engaging battle
		victory slogan 							will exclaim this after murdering fellow
		reach 								determines the range of your character's basic attack
		power 								determines the amount of damage done by basic attack
		health 								determines the nutritional consumption habits of your godbot
		all the triggers which set off the supermoves 			like in Mortal Kombat, Forward, Forward, Attack etc... DB punch...
		what you are the god of						not really functional
		what your punch move looks like 				not really functional
		
		This is basically all your individual character's attributes/personal 
		info etc. As I develop the RPG end of the game this information will
		become more relevant. 

	charactername.AI

		Every character has a completely programmable AI which determines	 			Menu Options
		how your character behaves in a bot fight, or when you yourself 				
		fight against Him/Her/It. At the beginning of the game a newly 				Fight!     -> Survival/Arcade Mode 
		created godbot will simply run as quickly as he can to an opposing			Human vs.  -> Story Mode: Get points by winning matches
		godbot and try to "punch" him. It should become immediately apparent			AI  		          Spend points on upgrades...
		how feckless such a tactic is against most opponents.						   -> Tutorial Mode: Incomplete introduction to the 
																     supermoves.
		how does it work? ...with four scripts. 						Botfights! -> 1 on 1: Created bot vs. SG character
													AI vs. AI  -> 1 on All: Fight 'em all
		FarScript: When your opponent is beyond the reach of His/Her/Its 				   -> Random vs. Random <Demo>	
			   basic attack he will process (randomly) one of the 15
			   moves off his FarScript. 							Create Bot -> Make New
														   -> Graphics Editor
		NearScript: When your opponent is in range of your basic attack.				   -> AI Editor (for created only)
													Settings   -> Level & Sound On/(mostly off...)
			<wait a minute>
													
		if "near" and "far" are based on the REACH of my basic attack then
		why would I ever want to program my FarScript to do a basic attack?

			<answer>

		You wouldn't... The character's basic attack is entirely irrelevant
		to the FarScript. It would be akin to throwing a punch a someone who
		was standing on the other side of the room. You *can* do it... there's
		nothign stopping you. But is that the sort of thing you want to teach 
		your godbot? To throw punches at the air?

		PanicScript: The panic script is the great equalizer and I take great
			     pride in how its been implemented to make the AI a lot
			     smarter. The PanicScript is triggered in two events: 

				1. Immediately following getting hit. Think of it as a 
				   reflex. 

				2. If there is a projectile coming at your godbot the
				   panic script is activated by the duck switch. The
				   duck switch ensures that your godbot will make some
				   effort at moving away from the projectile but the
				   panic script can seal the deal.

		RageScript: If your Godbot drops below 25 health when He/She/It will
			    process moves off the rage script. 

			<wait a minute>

		my godbot only has 24 health!

			<answer>

		In such a case the NearScript and the FarScript would be irrelevant.

		Focus all of your cunning on the rage script, because that is the
		only one which will be processed during the match when your godbot
		is not panicking.

			<ding!>

		In order to give the appearance of a blind fury emerging from impending
		death, moves coming off this script do so faster, thus the Godbot moves
		faster when enraged...
							

	charactername.DYN

		Stores your character's supermoves

	charactername.ASC

		Graphical data for your husk, the bees, the pitchfork, the explosion all the 
		characters etc... SG2 has a program within a program for designing animations
		for the game which can be made quickly and easily off the Create A Bot menu.
		You can also load any pre-existing character's husk and save it under a 
		different name, edit it to your heart's content etc...

	charactername.GAM

		Wins and losses for bot matches...



