Softcode is a very simple programming language that was created for in-game development on TinyMUD derivatives such as MUX, PennMUSH, TinyMUSH, and RhostMUSH. The idea is that by providing a stripped down, minimalistic language for in-game use, you can allow quick and easy building and game development to happen without having to learn C/C++. There is an added benefit of not having to have to hand out shell access to all developers, and permissions can be used to alleviate many security problems.
Softcode is excellent at what it was intended for: *simple things*. It is a great tool for making an interactive object, a room with ambiance, simple global commands, simple economies and coded systems. However, once you start to try to write something like a complex combat system or a higher end economy, you're likely to find yourself buried under a mountain of functions that span multiple objects across your entire code.
Not to mention, softcode is not an inherently fast language. It is not compiled, it is parsed with each calling of a function. While MUX and MUSH parsers have jumped light years ahead of where they once were they can still stutter under the weight of more complex systems if not designed properly.
Now that starting text-based games is easy and an option for even the most technically inarticulate, new projects are a dime a dozen. People are starting new MUDs every day with varying levels of commitment and ability. Because of this shift from fewer, larger, well-staffed games to a bunch of small, one or two developer games, some of the benefit of softcode fades.
Softcode is great in that it allows a mid to large sized staff all work on the same game without stepping on one another's toes. As mentioned before, shell access is not necessary to develop a MUX or a MUSH. However, now that we are seeing a lot more small, one or two-man shops, the issue of shell access and stepping on each other's toes is a lot less.
on objects but complex systems may be organized neatly into real source code modules, sub-modules, or even broken out into entire Python packages as desired.
So what is *not* included in Evennia is a MUX/MOO-like online player-coding system. Advanced coding in Evennia is primarily intended to be done outside the game, in full-fledged Python modules. Advanced building is best handled by extending Evennia's command system with your own sophisticated building commands. We feel that with a small development team you are better off using a professional source-control system (svn, git, bazaar, mercurial etc) anyway.
Adding advanced and flexible building commands to your game is easy and will probably be enough to satisfy most creative builders. However, if you really, *really* want to offer online coding, there is of course nothing stopping you from adding that to Evennia, no matter our recommendations. You could even re-implement MUX' softcode in Python should you be very ambitious. The [in-game-python](../Contribs/Contrib-Ingame-Python.md) is an optional pseudo-softcode plugin aimed at developers wanting to script their game from inside it.