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[prev lesson](../Starting-Part2) next lesson
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[prev lesson](../Starting-Part2) | [next lesson](Planning-The-Tutorial-Game)
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# On Planning a Game
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@ -214,5 +214,4 @@ have made their dream game a reality!
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In the next lesson we'll make use of these general points and try to plan out our tutorial game.
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[prev lesson](../Starting-Part2) next lesson
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[prev lesson](../Starting-Part2) | [next lesson](Planning-The-Tutorial-Game)
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docs/source/Howto/Starting/Part2/Planning-The-Tutorial-Game.md
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docs/source/Howto/Starting/Part2/Planning-The-Tutorial-Game.md
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[prev lesson](Game-Planningd) | [next lesson](Unimplemented)
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# Planning our tutorial game
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Using the general plan from last lesson we'll now establish what kind of game we want to create for this tutorial.
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Remembering that we need to keep the scope down, let's establish some parameters. Note that for your own
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game you don't _need_ to agree/adopt any of these. Many game-types need more or much less than this.
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But this makes for good, instructive examples.
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- We want a small game we can play ourselves for fun, but which could in principle be expanded
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to something more later.
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- Let's go with a fantasy theme, it's well understood.
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- We'll use some existing, simple RPG system.
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- We want to be able to create and customize a character of our own.
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- We want the tools to roleplay with other players.
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- We don't want to have to rely on a Game master to resolve things, but will rely on code for skill resolution
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and combat.
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- We want monsters to fight and NPCs we can talk to. So some sort of AI.
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- We want to be able to buy and sell stuff.
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- We want some sort of crafting system.
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- We want some sort of quest system.
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Let's answer the questions from the previous lesson and discuss some of the possibilities.
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### Administration
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#### Should your game rules be enforced by coded systems by human game masters?
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We want to have a game that doesn't require human game masters to run. Human GMs are great but only when they are available.
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- _What is the staff hierarchy in your game? Is vanilla Evennia roles enough or do you need something else?_ -
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The default hierarchy should be enough: `Player` - `Player Helper` - `Builder` - `Admin` - `Developer`.
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- _Should characters be able to send mail (IC/OOC?) to each other in-game?_ - Why not!
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- _Should players be able to post out-of-characters on channels and via other means like bulletin-boards?_ - We will
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not be implementing a bulletin-board in this tutorial, but we'll allow use of the default channels coming
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with Evennia.
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### Building
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- _How will the world be built? Traditionally (from in-game with build-commands) or externally (by batchcmds/code
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or directly with custom code)?_ - We will show examples of a few differnt ways, but we'll build the brunt of
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things using Evennia's Batchcode system.
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- _Can only privileged Builders create things or should regular players also have limited build-capability?_ - We
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will only allow privileged builders to modify the world. The exception is crafting, where we will allow players to
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to use in-game commands to create specific, prescribed objects from recipes.
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### Systems
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- _What are the game mechanics? How do you decide if an action succeeds or fails?_ - We will let the system decide this
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from case to case by passing questions to a rule module we'll create.
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- _Do you base your game off an existing RPG system or make up your own?_ - We will make use of
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[Open Adventure](http://www.geekguild.com/openadventure/), an 'old school' RRG-system that is available for
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free under the Creative Commons license. We'll only use a subset of the rules from the blue "basic" book.
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- _How does the character-generation work? Walk from room-to-room? A menu?_ - We'll be fancy and do this as a
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as a menu, it's all the rage.
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- _Does the flow of time matter in your game - does night and day change? What about seasons?_ - We'll find there
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is a contrib to add this, so we'll do so.
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- _Do you want changing, global weather or should weather just be set manually in roleplay?_ - We'll not model
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weather in this tutorial.
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- _Do you want a coded world-economy or just a simple barter system? Or no formal economy at all?_ - We'll
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allow for barter and buying/selling but we won't try to emulate a full economic system here.
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- _Do you have concepts like reputation and influence?_ - We will not have anything like that.
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- _Will your characters be known by their name or only by their physical appearance?_ - We can easily add this
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because we happen to know there is a contrib available for it, so we'll add it.
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### Rooms
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- _Is a simple room description enough or should the description be able to change (such as with time, by
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light conditions, weather or season)?_ - We will make use of a contrib to allow us to change these things, so yes.
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- _Should the room have different statuses? Can it have smells, sounds? Can it be affected by
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dramatic weather, fire or magical effects? If so, how would this affect things in the room? Or are
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these things something admins/game masters should handle manually?_ - We will not model any of this.
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- _Can objects be hidden in the room? Can a person hide in the room? How does the room display this?_ - We will
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not go into hiding and visibility in this tutorial.
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### Objects
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- _How numerous are your objects? Do you want large loot-lists or are objects just role playing props
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created on demand?_ - We will have a mix - some loot from monsters but also quest objects.
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- _If you use money, is each coin a separate object or do you just store a bank account value?_ - We'll use
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coin as-objects.
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- _Do multiple similar objects form stacks and how are those stacks handled in that case?_ - We want objects
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to to stack when they are put together.
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- _Does an object have weight or volume (so you cannot carry an infinite amount of them)?_ - Sure, why not.
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- _Can objects be broken? Can they be repaired?_ - While interesting, we will not model breaking or repairs.
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- _Is a weapon a specific type of object or can you fight with a chair or a flower too?_ - We can let all
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objects have the ability to be used in an attack.
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- _NPCs/mobs are also objects. Should they just stand around or should they have some sort of AI?_ - We won't
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be very sophisticated about it, but we want them to move around and have some rudimentary AI.
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- _Are NPCs and mobs different entities? How do they differ?_ - Monsters you fight and NPCs will be variations
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of the same parent.
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- _Should there be NPCs giving quests? If so, how do you track Quest status?_ - We will design a simple quest system.
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### Characters
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- _Can players have more than one Character active at a time or are they allowed to multi-play?_ - We will
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allow
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- How will Character creation work? Walking room-to-room? A menu? Answering questions? Filling in a form?
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- How do you implement different "classes" or "races"? Are they separate types of objects or do you
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simply load different stats on a basic object depending on what the Player wants?
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- If a Character can hide in a room, what skill will decide if they are detected?
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- What skill allows a Character to wield a weapon and hit? Do they need a special skill to wield a
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chair rather than a sword?
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- Does a Character need a Strength attribute to tell how much they can carry or which objects they
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can smash?
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- What does the skill tree look like? Can a Character gain experience to improve? By killing
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enemies? Solving quests? By roleplaying?
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- May player-characters attack each other (PvP)?
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- What are the penalties of defeat? Permanent death? Quick respawn? Time in prison?
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[prev lesson](Game-Planningd) | [next lesson](Unimplemented)
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