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# Part 2: What we want
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```{eval-rst}
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.. sidebar:: Beginner Tutorial Parts
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`Introduction <../Beginner-Tutorial-Intro.html>`_
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Getting set up.
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Part 1: `What we have <../Part1/Beginner-Tutorial-Part1-Intro.html>`_
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A tour of Evennia and how to use the tools, including an introduction to Python.
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**Part 2: What we want**
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Planning our tutorial game and what to think about when planning your own in the future.
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Part 3: `How we get there <../Part3/Beginner-Tutorial-Part3-Intro.html>`_
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Getting down to the meat of extending Evennia to make our game
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Part 4: `Using what we created <../Part4/Beginner-Tutorial-Part4-Intro.html>`_
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Building a tech-demo and world content to go with our code
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Part 5: `Showing the world <../Part5/Beginner-Tutorial-Part5-Intro.html>`_
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Taking our new game online and let players try it out
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```
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In Part two of the Beginner Tutorial we'll take a step back and plan out the kind of tutorial
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game we want to make. This is a more 'theoretical' part where we won't do any hands-on
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programming.
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In the process we'll go through the common questions of "where to start"
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and "what to think about" when creating a multiplayer online text game.
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## Lessons
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```{toctree}
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:maxdepth: 1
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Planning-Where-Do-I-Begin.md
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Game-Planning.md
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Planning-Some-Useful-Contribs.md
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Planning-The-Tutorial-Game.md
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```
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## Table of Contents
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```{toctree}
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Planning-Where-Do-I-Begin.md
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Game-Planning.md
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Planning-Some-Useful-Contribs.md
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Planning-The-Tutorial-Game.md
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```
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209
docs/source/Howtos/Beginner-Tutorial/Part2/Game-Planning.md
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209
docs/source/Howtos/Beginner-Tutorial/Part2/Game-Planning.md
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# On Planning a Game
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Last lesson we asked ourselves some questions about our motivation. In this one we'll present
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some more technical questions to consider. In the next lesson we'll answer them for the sake of
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our tutorial game.
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Note that the suggestions on this page are just that - suggestions. Also, they are primarily aimed at a lone
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hobby designer or a small team developing a game in their free time.
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```{important}
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Your first all overshadowing goal is to beat the odds and get **something** out the door!
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Even if it's a scaled-down version of your dream game, lacking many "must-have" features!
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```
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Remember: *99.99999% of all great game ideas never lead to a game*. Especially not to an online
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game that people can actually play and enjoy. It's better to get your game out there and expand on it
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later than to code in isolation until you burn out, lose interest or your hard drive crashes.
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- Keep the scope of your initial release down. Way down.
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- Start small, with an eye towards expansions later, after first release.
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- If the suggestions here seems boring or a chore to you, do it your way instead. Everyone's different.
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- Keep having _fun_. You must keep your motivation up, whichever way works for _you_.
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## The steps
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Here are the rough steps towards your goal.
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1. Planning
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2. Coding + Gradually building a tech-demo
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3. Building the actual game world
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4. Release
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5. Celebrate
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## Planning
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You need to have at least a rough idea about what you want to create. Some like a lot of planning, others
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do it more seat-of-the-pants style. Regardless, while _some_ planning is always good to do, it's common
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to have your plans change on you as you create your code prototypes. So don't get _too_ bogged down in
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the details out of the gate.
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Many prospective game developers are very good at *parts* of this process, namely in defining what their
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world is "about": The theme, the world concept, cool monsters and so on. Such things are very important. But
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unfortunately, they are not enough to make your game. You need to figure out how to accomplish your ideas in
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Evennia.
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Below are some questions to get you going. In the next lesson we will try to answer them for our particular
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tutorial game. There are of course many more questions you could be asking yourself.
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### Administration
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- Should your game rules be enforced by coded systems or by human game masters?
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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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- Should players be able to post out-of-characters on channels and via other means like bulletin-boards?
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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)?
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- Can only privileged Builders create things or should regular players also have limited build-capability?
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### Systems
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- Do you base your game off an existing RPG system or make up your own?
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- What are the game mechanics? How do you decide if an action succeeds or fails?
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- Does the flow of time matter in your game - does night and day change? What about seasons?
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- Do you want changing, global weather or should weather just be set manually in roleplay?
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- Do you want a coded world-economy or just a simple barter system? Or no formal economy at all?
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- Do you have concepts like reputation and influence?
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- Will your characters be known by their name or only by their physical appearance?
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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)?
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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?
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- Can objects be hidden in the room? Can a person hide in the room? How does the room display this?
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### Objects / items
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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?
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- If you use money, is each coin a separate object or do you just store a bank account value?
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- Do multiple similar objects form stacks and how are those stacks handled in that case?
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- Does an object have weight or volume (so you cannot carry an infinite amount of them)?
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- Can objects be broken? Can they be repaired?
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- Can you fight with a chair or a flower or must you use a specific 'weapon' kind of thing?
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- Will characters be able to craft new objects?
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- Should mobs/NPCs have some sort of AI?
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- Are NPCs and mobs different entities? How do they differ?
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- Should there be NPCs giving quests? If so, how do you track Quest status?
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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?
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- How does the character-generation work? Walk from room-to-room? A menu?
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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 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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A MUD's a lot more involved than you would think and these things hang together in a complex web. It
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can easily become overwhelming and it's tempting to want *all* functionality right out of the door.
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Try to identify the basic things that "make" your game and focus *only* on them for your first
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release. Make a list. Keep future expansions in mind but limit yourself.
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## Coding and Tech demo
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This is the actual work of creating the "game" part of your game. As you code and test systems you should
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build a little "tech demo" along the way.
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```{sidebar} Tech demo
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With "tech demo" we mean a small example of your code in-action: A room with a mob,
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a way to jump into and test character-creation etc. The tech demo need not be pretty, it's
|
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there to test functionality. It's not the beginning of your game world (unless you find that
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to be more fun).
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|
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```
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Try to avoid going wild with building a huge game world before you have a tech-demo showing off all parts
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you expect to have in the first version of your game. Otherwise you run the risk of having to redo it all
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again.
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Evennia tries hard to make the coding easier for you, but there is no way around the fact that if you want
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anything but a basic chat room you *will* have to bite the bullet and code your game (or find a coder willing
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to do it for you).
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> Even if you won't code anything yourself, as a designer you need to at least understand the basic
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paradigms and components of Evennia. It's recommended you look over the rest of this Beginner Tutorial to learn
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what tools you have available.
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During Coding you look back at the things you wanted during the **Planning** phase and try to
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implement them. Don't be shy to update your plans if you find things easier/harder than you thought.
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The earlier you revise problems, the easier they will be to fix.
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A good idea is to host your code online using _version control_. Github.com offers free Private repos
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these days if you don't want the world to learn your secrets. Not only version control
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make it easy for your team to collaborate, it also means
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your work is backed up at all times. The page on [Version Control](../../../Coding/Version-Control.md)
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will help you to setting up a sane developer environment with proper version control.
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## World Building
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||||
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Up until this point we've only had a few tech-demo objects in the database. This step is the act of
|
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populating the database with a larger, thematic world. Too many would-be developers jump to this
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stage too soon (skipping the **Coding** or even **Planning** stages). What if the rooms you build
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now doesn't include all the nice weather messages the code grows to support? Or the way you store
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data changes under the hood? Your building work would at best require some rework and at worst you
|
||||
would have to redo the whole thing. You could be in for a *lot* of unnecessary work if you build stuff
|
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en masse without having the underlying code systems in some reasonable shape first.
|
||||
|
||||
So before starting to build, the "game" bit (**Coding** + **Testing**) should be more or less
|
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**complete**, *at least to the level of your initial release*.
|
||||
|
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Make sure it is clear to yourself and your eventual builders just which parts of the world you want
|
||||
for your initial release. Establish for everyone which style, quality and level of detail you expect.
|
||||
|
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Your goal should *not* be to complete your entire world in one go. You want just enough to make the
|
||||
game's "feel" come across. You want a minimal but functioning world where the intended game play can
|
||||
be tested and roughly balanced. You can always add new areas later.
|
||||
|
||||
During building you get free and extensive testing of whatever custom build commands and systems you
|
||||
have made at this point. If Builders and coders are different people you also
|
||||
get a chance to hear if some things are hard to understand or non-intuitive. Make sure to respond
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to this feedback.
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||||
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||||
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## Alpha Release
|
||||
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||||
As mentioned, don't hold onto your world more than necessary. *Get it out there* with a huge *Alpha*
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flag and let people try it!
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||||
Call upon your alpha-players to try everything - they *will* find ways to break your game in ways that
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you never could have imagined. In Alpha you might be best off to
|
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focus on inviting friends and maybe other MUD developers, people who you can pester to give proper
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feedback and bug reports (there *will* be bugs, there is no way around it).
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Follow the quick instructions for [Online Setup](../../../Setup/Online-Setup.md) to make your
|
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game visible online.
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|
||||
If you hadn't already, make sure to put up your game on the
|
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[Evennia game index](http://games.evennia.com/) so people know it's in the works (actually, even
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||||
pre-alpha games are allowed in the index so don't be shy)!
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||||
|
||||
## Beta Release/Perpetual Beta
|
||||
|
||||
Once things stabilize in Alpha you can move to *Beta* and let more people in. Many MUDs are in
|
||||
[perpetual beta](https://en.wikipedia.org/wiki/Perpetual_beta), meaning they are never considered
|
||||
"finished", but just repeat the cycle of Planning, Coding, Testing and Building over and over as new
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features get implemented or Players come with suggestions. As the game designer it is now up to you
|
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to gradually perfect your vision.
|
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|
||||
## Congratulate yourself!
|
||||
|
||||
You are worthy of a celebration since at this point you have joined the small, exclusive crowd who
|
||||
have made their dream game a reality!
|
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|
||||
## Planning our tutorial game
|
||||
|
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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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# Planning the use of some useful contribs
|
||||
|
||||
Evennia is deliberately bare-bones out of the box. The idea is that you should be as unrestricted as possible
|
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in designing your game. This is why you can easily replace the few defaults we have and why we don't try to
|
||||
prescribe any major game systems on you.
|
||||
|
||||
That said, Evennia _does_ offer some more game-opinionated _optional_ stuff. These are referred to as _Contribs_
|
||||
and is an ever-growing treasure trove of code snippets, concepts and even full systems you can pick and choose
|
||||
from to use, tweak or take inspiration from when you make your game.
|
||||
|
||||
The [Contrib overview](../../../Contribs/Contribs-Overview.md) page gives the full list of the current roster of contributions. On
|
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this page we will review a few contribs we will make use of for our game. We will do the actual installation
|
||||
of them when we start coding in the next part of this tutorial series. While we will introduce them here, you
|
||||
are wise to read their doc-strings yourself for the details.
|
||||
|
||||
This is the things we know we need:
|
||||
|
||||
- A barter system
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- Character generation
|
||||
- Some concept of wearing armor
|
||||
- The ability to roll dice
|
||||
- Rooms with awareness of day, night and season
|
||||
- Roleplaying with short-descs, poses and emotes
|
||||
- Quests
|
||||
- Combat (with players and against monsters)
|
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|
||||
## Barter contrib
|
||||
|
||||
[source](../../../api/evennia.contrib.game_systems.barter.md)
|
||||
|
||||
Reviewing this contrib suggests that it allows for safe trading between two parties. The basic principle
|
||||
is that the parties puts up the stuff they want to sell and the system will guarantee that these systems are
|
||||
exactly what is being offered. Both sides can modify their offers (bartering) until both mark themselves happy
|
||||
with the deal. Only then the deal is sealed and the objects are exchanged automatically. Interestingly, this
|
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works just fine for money too - just put coin objects on one side of the transaction.
|
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|
||||
Sue > trade Tom: Hi, I have a necklace to sell; wanna trade for a healing potion?
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Tom > trade Sue: Hm, I could use a necklace ...
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||||
<both accepted trade. Start trade>
|
||||
Sue > offer necklace: This necklace is really worth it.
|
||||
Tom > evaluate necklace:
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<Tom sees necklace stats>
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||||
Tom > offer ration: I don't have a healing potion, but I'll trade you an iron ration!
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||||
Sue > Hey, this is a nice necklace, I need more than a ration for it...
|
||||
Tom > offer ration, 10gold: Ok, a ration and 10 gold as well.
|
||||
Sue > accept: Ok, that sounds fair!
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||||
Tom > accept: Good! Nice doing business with you.
|
||||
<goods change hands automatically. Trade ends>
|
||||
|
||||
Arguably, in a small game you are just fine to just talk to people and use `give` to do the exchange. The
|
||||
barter system guarantees trading safety if you don't trust your counterpart to try to give you the wrong thing or
|
||||
to run away with your money.
|
||||
|
||||
We will use the barter contrib as an optional feature for player-player bartering. More importantly we can
|
||||
add it for NPC shopkeepers and expand it with a little AI, which allows them to potentially trade in other
|
||||
things than boring gold coin.
|
||||
|
||||
## Clothing contrib
|
||||
|
||||
[source](../../../api/evennia.contrib.game_systems.clothing.md)
|
||||
|
||||
This contrib provides a full system primarily aimed at wearing clothes, but it could also work for armor. You wear
|
||||
an object in a particular location and this will then be reflected in your character's description. You can
|
||||
also add roleplaying flavor:
|
||||
|
||||
> wear helmet slightly askew on her head
|
||||
look self
|
||||
Username is wearing a helmet slightly askew on her head.
|
||||
|
||||
By default there are no 'body locations' in this contrib, we will need to expand on it a little to make it useful
|
||||
for things like armor. It's a good contrib to build from though, so that's what we'll do.
|
||||
|
||||
## Dice contrib
|
||||
|
||||
[source](../../../api/evennia.contrib.rpg.dice.md)
|
||||
|
||||
The dice contrib presents a general dice roller to use in game.
|
||||
|
||||
> roll 2d6
|
||||
Roll(s): 2 and 5. Total result is 7.
|
||||
> roll 1d100 + 2
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||||
Roll(s): 43. Total result is 47
|
||||
> roll 1d20 > 12
|
||||
Roll(s): 7. Total result is 7. This is a failure (by 5)
|
||||
> roll/hidden 1d20 > 12
|
||||
Roll(s): 18. Total result is 17. This is a success (by 6). (not echoed)
|
||||
|
||||
The contrib also has a python function for producing these results in-code. However, while
|
||||
we will emulate rolls for our rule system, we'll do this as simply as possible with Python's `random`
|
||||
module.
|
||||
|
||||
So while this contrib is fun to have around for GMs or for players who want to get a random result
|
||||
or play a game, we will not need it for the core of our game.
|
||||
|
||||
## Extended room contrib
|
||||
|
||||
[source](../../../api/evennia.contrib.grid.extended_room.md)
|
||||
|
||||
This is a custom Room typeclass that changes its description based on time of day and season.
|
||||
|
||||
For example, at night, in wintertime you could show the room as being dark and frost-covered while in daylight
|
||||
at summer it could describe a flowering meadow. The description can also contain special markers, so
|
||||
`<morning> ... </morning>` would include text only visible at morning.
|
||||
|
||||
The extended room also supports _details_, which are things to "look at" in the room without there having
|
||||
to be a separate database object created for it. For example, a player in a church may do `look window` and
|
||||
get a description of the windows without there needing to be an actual `window` object in the room.
|
||||
|
||||
Adding all those extra descriptions can be a lot of work, so they are optional; if not given the room works
|
||||
like a normal room.
|
||||
|
||||
The contrib is simple to add and provides a lot of optional flexibility, so we'll add it to our
|
||||
game, why not!
|
||||
|
||||
## RP-System contrib
|
||||
|
||||
[source](../../../api/evennia.contrib.rpg.rpsystem.md)
|
||||
|
||||
This contrib adds a full roleplaying subsystem to your game. It gives every character a "short-description"
|
||||
(sdesc) that is what people will see when first meeting them. Let's say Tom has an sdesc "A tall man" and
|
||||
Sue has the sdesc "A muscular, blonde woman"
|
||||
|
||||
Tom > look
|
||||
Tom: <room desc> ... You see: A muscular, blonde woman
|
||||
Tom > emote /me smiles to /muscular.
|
||||
Tom: Tom smiles to A muscular, blonde woman.
|
||||
Sue: A tall man smiles to Sue.
|
||||
Tom > emote Leaning forward, /me says, "Well hello, what's yer name?"
|
||||
Tom: Leaning forward, Tom says, "Well hello..."
|
||||
Sue: Leaning forward, A tall man says, "Well hello, what's yer name?"
|
||||
Sue > emote /me grins. "I'm Angelica", she says.
|
||||
Sue: Sue grins. "I'm Angelica", she says.
|
||||
Tom: A muscular, blonde woman grins. "I'm Angelica", she says.
|
||||
Tom > recog muscular Angelica
|
||||
Tom > emote /me nods to /angelica: "I have a message for you ..."
|
||||
Tom: Tom nods to Angelica: "I have a message for you ..."
|
||||
Sue: A tall man nods to Sue: "I have a message for you ..."
|
||||
|
||||
Above, Sue introduces herself as "Angelica" and Tom uses this info to `recoc` her as "Angelica" hereafter. He
|
||||
could have `recoc`-ed her with whatever name he liked - it's only for his own benefit. There is no separate
|
||||
`say`, the spoken words are embedded in the emotes in quotes `"..."`.
|
||||
|
||||
The RPSystem module also includes options for `poses`, which help to establish your position in the room
|
||||
when others look at you.
|
||||
|
||||
Tom > pose stands by the bar, looking bored.
|
||||
Sue > look
|
||||
Sue: <room desc> ... A tall man stands by the bar, looking bored.
|
||||
|
||||
You can also wear a mask to hide your identity; your sdesc will then be changed to the sdesc of the mask,
|
||||
like `a person with a mask`.
|
||||
|
||||
The RPSystem gives a lot of roleplaying power out of the box, so we will add it. There is also a separate
|
||||
[rplanguage](../../../api/evennia.contrib.rpg.rpsystem.md) module that integrates with the spoken words in your emotes and garbles them if you don't understand
|
||||
the language spoken. In order to restrict the scope we will not include languages for the tutorial game.
|
||||
|
||||
|
||||
## Talking NPC contrib
|
||||
|
||||
[source](../../../api/evennia.contrib.tutorials.talking_npc.md)
|
||||
|
||||
This exemplifies an NPC with a menu-driven dialogue tree. We will not use this contrib explicitly, but it's
|
||||
good as inspiration for how we'll do quest-givers later.
|
||||
|
||||
## Traits contrib
|
||||
|
||||
[source](../../../api/evennia.contrib.rpg.traits.md)
|
||||
|
||||
An issue with dealing with roleplaying attributes like strength, dexterity, or skills like hunting, sword etc
|
||||
is how to keep track of the values in the moment. Your strength may temporarily be buffed by a strength-potion.
|
||||
Your swordmanship may be worse because you are encumbered. And when you drink your health potion you must make
|
||||
sure that those +20 health does not bring your health higher than its maximum. All this adds complexity.
|
||||
|
||||
The _Traits_ contrib consists of several types of objects to help track and manage values like this. When
|
||||
installed, the traits are accessed on a new handler `.traits`, for example
|
||||
|
||||
> py self.traits.hp.value
|
||||
100
|
||||
> py self.traits.hp -= 20 # getting hurt
|
||||
> py self.traits.hp.value
|
||||
80
|
||||
> py self.traits.hp.reset() # drink a potion
|
||||
> py self.traits.hp.value
|
||||
100
|
||||
|
||||
A Trait is persistent (it uses an Attribute under the hood) and tracks changes, min/max and other things
|
||||
automatically. They can also be added together in various mathematical operations.
|
||||
|
||||
The contrib introduces three main Trait-classes
|
||||
|
||||
- _Static_ traits for single values like str, dex, things that at most gets a modifier.
|
||||
- _Counters_ is a value that never moves outside a given range, even with modifiers. For example a skill
|
||||
that can at most get a maximum amount of buff. Counters can also easily be _timed_ so that they decrease
|
||||
or increase with a certain rate per second. This could be good for a time-limited curse for example.
|
||||
- _Gauge_ is like a fuel-gauge; it starts at a max value and then empties gradually. This is perfect for
|
||||
things like health, stamina and the like. Gauges can also change with a rate, which works well for the
|
||||
effects of slow poisons and healing both.
|
||||
|
||||
```
|
||||
> py self.traits.hp.value
|
||||
100
|
||||
> py self.traits.hp.rate = -1 # poisoned!
|
||||
> py self.traits.hp.ratetarget = 50 # stop at 50 hp
|
||||
# Wait 30s
|
||||
> py self.traits.hp.value
|
||||
70
|
||||
# Wait another 30s
|
||||
> py self.traits.hp.value
|
||||
50 # stopped at 50
|
||||
> py self.traits.hp.rate = 0 # no more poison
|
||||
> py self.traits.hp.rate = 5 # healing magic!
|
||||
# wait 5s
|
||||
> pyself.traits.hp.value
|
||||
75
|
||||
```
|
||||
|
||||
Traits will be very practical to use for our character sheets.
|
||||
|
||||
## Turnbattle contrib
|
||||
|
||||
[source](../../../api/evennia.contrib.game_systems.turnbattle.md)
|
||||
|
||||
This contrib consists of several implementations of a turn-based combat system, divivided into complexity:
|
||||
|
||||
- basic - initiative and turn order, attacks against defense values, damage.
|
||||
- equip - considers weapons and armor, wielding and weapon accuracy.
|
||||
- items - adds usable items with conditions and status effects
|
||||
- magic - adds spellcasting system using MP.
|
||||
- range - adds abstract positioning and 1D movement to differentiate between melee and ranged attacks.
|
||||
|
||||
The turnbattle system is comprehensive, but it's meant as a base to start from rather than offer
|
||||
a complete system. It's also not built with _Traits_ in mind, so we will need to adjust it for that.
|
||||
|
||||
## Conclusions
|
||||
|
||||
With some contribs selected, we have pieces to build from and don't have to write everything from scratch.
|
||||
We will need Quests and will likely need to do a bunch of work on Combat to adapt the combat contrib
|
||||
to our needs.
|
||||
|
||||
We will now move into actually starting to implement our tutorial game
|
||||
in the next part of this tutorial series. When doing this for yourself, remember to refer
|
||||
back to your planning and adjust it as you learn what works and what does not.
|
||||
|
||||
|
||||
|
|
@ -0,0 +1,425 @@
|
|||
# Planning our tutorial game
|
||||
|
||||
Using the general plan from last lesson we'll now establish what kind of game we want to create for this tutorial.
|
||||
Remembering that we need to keep the scope down, let's establish some parameters.
|
||||
Note that for your own
|
||||
game you don't _need_ to agree/adopt any of these. Many game-types need more or much less than this.
|
||||
But this makes for good, instructive examples.
|
||||
|
||||
- To have something to refer to rather than just saying "our tutorial game" over and over, we'll
|
||||
name it ... _EvAdventure_.
|
||||
- We want EvAdventure be a small game we can play ourselves for fun, but which could in principle be expanded
|
||||
to something more later.
|
||||
- Let's go with a fantasy theme, it's well understood.
|
||||
- We'll use some existing, simple RPG system.
|
||||
- We want to be able to create and customize a character of our own.
|
||||
- We want the tools to roleplay with other players.
|
||||
- We don't want to have to rely on a Game master to resolve things, but will rely on code for skill resolution
|
||||
and combat.
|
||||
- We want monsters to fight and NPCs we can talk to. So some sort of AI.
|
||||
- We want to be able to buy and sell stuff, both with NPCs and other players.
|
||||
- We want some sort of crafting system.
|
||||
- We want some sort of quest system.
|
||||
|
||||
Let's answer the questions from the previous lesson and discuss some of the possibilities.
|
||||
|
||||
## Administration
|
||||
|
||||
### Should your game rules be enforced by coded systems by human game masters?
|
||||
|
||||
Generally, the more work you expect human staffers/GMs to do, the less your code needs to work. To
|
||||
support GMs you'd need to design commands to support GM-specific actions and the type of game-mastering
|
||||
you want them to do. You may need to expand communication channels so you can easily
|
||||
talk to groups people in private and split off gaming groups from each other. RPG rules could be as simple
|
||||
as the GM sitting with the rule books and using a dice-roller for visibility.
|
||||
|
||||
GM:ing is work-intensive however, and even the most skilled and enthusiastic GM can't be awake all hours
|
||||
of the day to serve an international player base. The computer never needs sleep, so having the ability for
|
||||
players to "self-serve" their RP itch when no GMs are around is a good idea even for the most GM-heavy games.
|
||||
|
||||
On the other side of the spectrum are games with no GMs at all; all gameplay are driven either by the computer
|
||||
or by the interactions between players. Such games still need an active staff, but nowhere as much active
|
||||
involvement. Allowing for solo-play with the computer also allows players to have fun when the number of active
|
||||
players is low.
|
||||
|
||||
We want EvAdventure to work entirely without depending on human GMs. That said, there'd be nothing
|
||||
stopping a GM from stepping in and run an adventure for some players should they want to.
|
||||
|
||||
### What is the staff hierarchy in your game? Is vanilla Evennia roles enough or do you need something else?
|
||||
|
||||
The default hierarchy is
|
||||
|
||||
- `Player` - regular players
|
||||
- `Player Helper` - can create/edit help entries
|
||||
- `Builder` - can use build commands
|
||||
- `Admin` - can kick and ban accounts
|
||||
- `Developer` - full access, usually also trusted with server access
|
||||
|
||||
There is also the _superuser_, the "owner" of the game you create when you first set up your database. This user
|
||||
goes outside the regular hierarchy and should usually only.
|
||||
|
||||
We are okay with keeping this structure for our game.
|
||||
|
||||
### Should players be able to post out-of-characters on channels and via other means like bulletin-boards?
|
||||
|
||||
Evennia's _Channels_ are by default only available between _Accounts_. That is, for players to communicate with each
|
||||
other. By default, the `public` channel is created for general discourse.
|
||||
Channels are logged to a file and when you are coming back to the game you can view the history of a channel
|
||||
in case you missed something.
|
||||
|
||||
> public Hello world!
|
||||
[Public] MyName: Hello world!
|
||||
|
||||
But Channels can also be set up to work between Characters instead of Accounts. This would mean the channels
|
||||
would have an in-game meaning:
|
||||
|
||||
- Members of a guild could be linked telepathically.
|
||||
- Survivors of the apocalypse can communicate over walkie-talkies.
|
||||
- Radio stations you can tune into or have to discover.
|
||||
|
||||
_Bulletin boards_ are a sort of in-game forum where posts are made publicly or privately. Contrary to a channel,
|
||||
the messages are usually stored and are grouped into topics with replies. Evennia has no default bulletin-board
|
||||
system.
|
||||
|
||||
In EvAdventure we will just use the default inter-account channels. We will also not be implementing any
|
||||
bulletin boards.
|
||||
|
||||
## Building
|
||||
|
||||
### How will the world be built?
|
||||
|
||||
There are two main ways to handle this:
|
||||
- Traditionally, from in-game with build-commands: This means builders creating content in their game
|
||||
client. This has the advantage of not requiring Python skills nor server access. This can often be a quite
|
||||
intuitive way to build since you are sort-of walking around in your creation as you build it. However, the
|
||||
developer (you) must make sure to provide build-commands that are flexible enough for builders to be able to
|
||||
create the content you want for your game.
|
||||
- Externally (by batchcmds): Evennia's `batchcmd` takes a text file with Evennia Commands and executes them
|
||||
in sequence. This allows the build process to be repeated and applied quickly to a new database during development.
|
||||
It also allows builders to use proper text-editing tools rather than writing things line-by-line in their clients.
|
||||
The drawback is that for their changes to go live they either need server access or they need to send their
|
||||
batchcode to the game administrator so they can apply the changes. Or use version control.
|
||||
- Externally (with batchcode or custom code): This is the "professional game development" approach. This gives the
|
||||
builders maximum power by creating the content in Python using Evennia primitives. The `batchcode` processor
|
||||
allows Evennia to apply and re-apply build-scripts that are raw Python modules. Again, this would require the
|
||||
builder to have server access or to use version control to share their work with the rest of the development team.
|
||||
|
||||
In this tutorial, we will show examples of all these ways, but since we don't have a team of builders we'll
|
||||
build the brunt of things using Evennia's Batchcode system.
|
||||
|
||||
### Can only privileged Builders create things or should regular players also have limited build-capability?
|
||||
|
||||
In some game styles, players have the ability to create objects and even script them. While giving regular users
|
||||
the ability to create objects with in-built commands is easy and safe, actual code-creation (aka _softcode_ ) is
|
||||
not something Evennia supports natively. Regular, untrusted users should never be allowed to execute raw Python
|
||||
code (such as what you can do with the `py` command). You can
|
||||
[read more about Evennia's stance on softcode here](../../../Concepts/Soft-Code.md). If you want users to do limited scripting,
|
||||
it's suggested that this is accomplished by adding more powerful build-commands for them to use.
|
||||
|
||||
For our tutorial-game, we will only allow privileged builders to modify the world. The exception is crafting,
|
||||
which we will limit to repairing broken items by combining them with other repair-related items.
|
||||
|
||||
## Systems
|
||||
|
||||
### Do you base your game off an existing RPG system or make up your own?
|
||||
|
||||
We will make use of [Open Adventure](http://www.geekguild.com/openadventure/), a simple 'old school' RPG-system
|
||||
that is available for free under the Creative Commons license. We'll only use a subset of the rules from
|
||||
the blue "basic" book. For the sake of keeping down the length of this tutorial we will limit what features
|
||||
we will include:
|
||||
|
||||
- Only two 'archetypes' (classes) - Arcanist (wizard) and Warrior, these are examples of two different play
|
||||
styles.
|
||||
- Two races only (dwarves and elves), to show off how to implement races and race bonuses.
|
||||
- No extra features of the races/archetypes such as foci and special feats. While these are good for fleshing
|
||||
out a character, these will work the same as other bonuses and are thus not that instructive.
|
||||
- We will add only a small number of items/weapons from the Open Adventure rulebook to show how it's done.
|
||||
|
||||
### What are the game mechanics? How do you decide if an action succeeds or fails?
|
||||
|
||||
Open Adventure's conflict resolution is based on adding a trait (such as Strength) with a random number in
|
||||
order to beat a target. We will emulate this in code.
|
||||
|
||||
Having a "skill" means getting a bonus to that roll for a more narrow action.
|
||||
Since the computer will need to know exactly what those skills are, we will add them more explicitly than
|
||||
in the rules, but we will only add the minimum to show off the functionality we need.
|
||||
|
||||
### Does the flow of time matter in your game - does night and day change? What about seasons?
|
||||
|
||||
Most commonly, game-time runs faster than real-world time. There are
|
||||
a few advantages with this:
|
||||
|
||||
- Unlike in a single-player game, you can't fast-forward time in a multiplayer game if you are waiting for
|
||||
something, like NPC shops opening.
|
||||
- Healing and other things that we know takes time will go faster while still being reasonably 'realistic'.
|
||||
|
||||
The main drawback is for games with slower roleplay pace. While you are having a thoughtful roleplaying scene
|
||||
over dinner, the game world reports that two days have passed. Having a slower game time than real-time is
|
||||
a less common, but possible solution for such games.
|
||||
|
||||
It is however _not_ recommended to let game-time exactly equal the speed of real time. The reason for this
|
||||
is that people will join your game from all around the world, and they will often only be able to play at
|
||||
particular times of their day. With a game-time drifting relative real-time, everyone will eventually be
|
||||
able to experience both day and night in the game.
|
||||
|
||||
For this tutorial-game we will go with Evennia's default, which is that the game-time runs two times faster
|
||||
than real time.
|
||||
|
||||
### Do you want changing, global weather or should weather just be set manually in roleplay?
|
||||
|
||||
A weather system is a good example of a game-global system that affects a subset of game entities
|
||||
(outdoor rooms). We will not be doing any advanced weather simulation, but we'll show how to do
|
||||
random weather changes happening across the game world.
|
||||
|
||||
### Do you want a coded world-economy or just a simple barter system? Or no formal economy at all?
|
||||
|
||||
We will allow for money and barter/trade between NPCs/Players and Player/Player, but will not care about
|
||||
inflation. A real economic simulation could do things like modify shop prices based on supply and demand.
|
||||
We will not go down that rabbit hole.
|
||||
|
||||
### Do you have concepts like reputation and influence?
|
||||
|
||||
These are useful things for a more social-interaction heavy game. We will not include them for this
|
||||
tutorial however.
|
||||
|
||||
### Will your characters be known by their name or only by their physical appearance?
|
||||
|
||||
This is a common thing in RP-heavy games. Others will only see you as "The tall woman" until you
|
||||
introduce yourself and they 'recognize' you with a name. Linked to this is the concept of more complex
|
||||
emoting and posing.
|
||||
|
||||
Adding such a system from scratch is complex and way beyond the scope of this tutorial. However,
|
||||
there is an existing Evennia contrib that adds all of this functionality and more, so we will
|
||||
include that and explain briefly how it works.
|
||||
|
||||
## Rooms
|
||||
|
||||
### Is a simple room description enough or should the description be able to change?
|
||||
|
||||
Changing room descriptions for day and night, winder and summer is actually quite easy to do, but looks
|
||||
very impressive. We happen to know there is also a contrib that helps with this, so we'll show how to
|
||||
include that.
|
||||
|
||||
### Should the room have different statuses?
|
||||
|
||||
We will have different weather in outdoor rooms, but this will not have any gameplay effect - bow strings
|
||||
will not get wet and fireballs will not fizzle if it rains.
|
||||
|
||||
### Can objects be hidden in the room? Can a person hide in the room?
|
||||
|
||||
We will not model hiding and stealth. This will be a game of honorable face-to-face conflict.
|
||||
|
||||
## Objects
|
||||
|
||||
### How numerous are your objects? Do you want large loot-lists or are objects just role playing props?
|
||||
|
||||
Since we are not going for a pure freeform RPG here, we will want objects with properties, like weapons
|
||||
and potions and such. Monsters should drop loot even though our list of objects will not be huge.
|
||||
|
||||
### Is each coin a separate object or do you just store a bank account value?
|
||||
|
||||
Since we will use bartering, placing coin objects on one side of the barter makes for a simple way to
|
||||
handle payments. So we will use coins as-objects.
|
||||
|
||||
### Do multiple similar objects form stacks and how are those stacks handled in that case?
|
||||
|
||||
Since we'll use coins, it's practical to have them and other items stack together. While Evennia does not
|
||||
do this natively, we will make use of a contrib for this.
|
||||
|
||||
### Does an object have weight or volume (so you cannot carry an infinite amount of them)?
|
||||
|
||||
Limiting carrying weight is one way to stop players from hoarding. It also makes it more important
|
||||
for players to pick only the equipment they need. Carrying limits can easily come across as
|
||||
annoying to players though, so one needs to be careful with it.
|
||||
|
||||
Open Adventure rules include weight limits, so we will include them.
|
||||
|
||||
### Can objects be broken? Can they be repaired?
|
||||
|
||||
Item breakage is very useful for a game economy; breaking weapons adds tactical considerations (if it's not
|
||||
too common, then it becomes annoying) and repairing things gives work for crafting players.
|
||||
|
||||
We wanted a crafting system, so this is what we will limit it to - repairing items using some sort
|
||||
of raw materials.
|
||||
|
||||
### Can you fight with a chair or a flower or must you use a special 'weapon' kind of thing?
|
||||
|
||||
Traditionally, only 'weapons' could be used to fight with. In the past this was a useful
|
||||
simplification, but with Python classes and inheritance, it's not actually more work to just
|
||||
let all items in game work as a weapon in a pinch.
|
||||
|
||||
So for our game we will let a character use any item they want as a weapon. The difference will
|
||||
be that non-weapon items will do less damage and also break and become unusable much quicker.
|
||||
|
||||
### Will characters be able to craft new objects?
|
||||
|
||||
Crafting is a common feature in multiplayer games. In code it usually means using a skill-check
|
||||
to combine base ingredients from a fixed recipe in order to create a new item. The classic
|
||||
example is to combine _leather straps_, a _hilt_, a _pommel_ and a _blade_ to make a new _sword_.
|
||||
A full-fledged crafting system could require multiple levels of crafting, including having to mine
|
||||
for ore or cut down trees for wood.
|
||||
|
||||
In our case we will limit our crafting to repairing broken items. To show how it's done, we will require
|
||||
extra items (a recipe) in order to facilitate the repairs.
|
||||
|
||||
### Should mobs/NPCs have some sort of AI?
|
||||
|
||||
A rule of adding Artificial Intelligence is that with today's technology you should not hope to fool
|
||||
anyone with it anytime soon. Unless you have a side-gig as an AI researcher, users will likely
|
||||
not notice any practical difference between a simple state-machine and you spending a lot of time learning
|
||||
how to train a neural net.
|
||||
|
||||
For this tutorial, we will show how to add a simple state-machine for monsters. NPCs will only be
|
||||
shop-keepers and quest-gives so they won't need any real AI to speak of.
|
||||
|
||||
### Are NPCs and mobs different entities? How do they differ?
|
||||
|
||||
"Mobs" or "mobiles" are things that move around. This is traditionally monsters you can fight with, but could
|
||||
also be city guards or the baker going to chat with the neighbor. Back in the day, they were often fundamentally
|
||||
different these days it's often easier to just make NPCs and mobs essentially the same thing.
|
||||
|
||||
In EvAdventure, both Monsters and NPCs will be the same type of thing; A monster could give you a quest
|
||||
and an NPC might fight you as a mob as well as trade with you.
|
||||
|
||||
### _Should there be NPCs giving quests? If so, how do you track Quest status?
|
||||
|
||||
We will design a simple quest system to track the status of ongoing quests.
|
||||
|
||||
## Characters
|
||||
|
||||
### Can players have more than one Character active at a time or are they allowed to multi-play?
|
||||
|
||||
Since Evennia differentiates between `Sessions` (the client-connection to the game), `Accounts`
|
||||
and `Character`s, it natively supports multi-play. This is controlled by the `MULTISESSION_MODE`
|
||||
setting, which has a value from `0` (default) to `3`.
|
||||
|
||||
- `0`- One Character per Account and one Session per Account. This means that if you login to the same
|
||||
account from another client you'll be disconnected from the first. When creating a new account, a Character
|
||||
will be auto-created with the same name as your Account. This is default mode and mimics legacy code bases
|
||||
which had no separation between Account and Character.
|
||||
- `1` - One Character per Account, multiple Sessions per Account. So you can connect simultaneously from
|
||||
multiple clients and see the same output in all of them.
|
||||
- `2` - Multiple Characters per Account, one Session per Character. This will not auto-create a same-named
|
||||
Character for you, instead you get to create/choose between a number of Characters up to a max limit given by
|
||||
the `MAX_NR_CHARACTERS` setting (default 1). You can play them all simultaneously if you have multiple clients
|
||||
open, but only one client per Character.
|
||||
- `3` - Multiple Characters per Account, Multiple Sessions per Character. This is like mode 2, except players
|
||||
can control each Character from multiple clients, seeing the same output from each Character.
|
||||
|
||||
We will go with a multi-role game, so we will use `MULTISESSION_MODE=3` for this tutorial.
|
||||
|
||||
### How does the character-generation work?
|
||||
|
||||
There are a few common ways to do character generation:
|
||||
|
||||
- Rooms. This is the traditional way. Each room's description tells you what command to use to modify
|
||||
your character. When you are done you move to the next room. Only use this if you have another reason for
|
||||
using a room, like having a training dummy to test skills on, for example.
|
||||
- A Menu. The Evennia _EvMenu_ system allows you to code very flexible in-game menus without needing to walk
|
||||
between rooms. You can both have a step-by-step menu (a 'wizard') or allow the user to jump between the
|
||||
steps as they please. This tends to be a lot easier for newcomers to understand since it doesn't require
|
||||
using custom commands they will likely never use again after this.
|
||||
- Questions. A fun way to build a character is to answer a series of questions. This is usually implemented
|
||||
with a sequential menu.
|
||||
|
||||
For the tutorial we will use a menu to let the user modify each section of their character sheet in any order
|
||||
until they are happy.
|
||||
|
||||
### How do you implement different "classes" or "races"?
|
||||
|
||||
The way classes and races work in most RPGs (as well as in OpenAdventure) is that they act as static 'templates'
|
||||
that inform which bonuses and special abilities you have. This means that all we need to store on the
|
||||
Character is _which_ class and _which_ race they have; the actual logic can sit in Python code and just
|
||||
be looked up when we need it.
|
||||
|
||||
### If a Character can hide in a room, what skill will decide if they are detected?
|
||||
|
||||
Hiding means a few things.
|
||||
- The Character should not appear in the room's description / character list
|
||||
- Others hould not be able to interact with a hidden character. It'd be weird if you could do `attack <name>`
|
||||
or `look <name>` if the named character is in hiding.
|
||||
- There must be a way for the person to come out of hiding, and probably for others to search or accidentally
|
||||
find the person (probably based on skill checks).
|
||||
- The room will also need to be involved, maybe with some modifier as to how easy it is to hide in the room.
|
||||
|
||||
We will _not_ be including a hide-mechanic in EvAdventure though.
|
||||
|
||||
### What does the skill tree look like? Can a Character gain experience to improve? By killing enemies? Solving quests? By roleplaying?
|
||||
|
||||
Gaining experience points (XP) and improving one's character is a staple of roleplaying games. There are many
|
||||
ways to implement this:
|
||||
- Gaining XP from kills is very common; it's easy to let a monster be 'worth' a certain number of XP and it's
|
||||
easy to tell when you should gain it.
|
||||
- Gaining XP from quests is the same - each quest is 'worth' XP and you get them when completing the test.
|
||||
- Gaining XP from roleplay is harder to define. Different games have tried a lot of different ways to do this:
|
||||
- XP from being online - just being online gains you XP. This inflates player numbers but many players may
|
||||
just be lurking and not be actually playing the game at any given time.
|
||||
- XP from roleplaying scenes - you gain XP according to some algorithm analyzing your emotes for 'quality',
|
||||
how often you post, how long your emotes are etc.
|
||||
- XP from actions - you gain XP when doing things, anything. Maybe your XP is even specific to each action, so
|
||||
you gain XP only for running when you run, XP for your axe skill when you fight with an axe etc.
|
||||
- XP from fails - you only gain XP when failing rolls.
|
||||
- XP from other players - other players can award you XP for good RP.
|
||||
|
||||
For EvAdventure we will use Open Adventure's rules for XP, which will be driven by kills and quest successes.
|
||||
|
||||
### May player-characters attack each other (PvP)?
|
||||
|
||||
Deciding this affects the style of your entire game. PvP makes for exciting gameplay but it opens a whole new
|
||||
can of worms when it comes to "fairness". Players will usually accept dying to an overpowered NPC dragon. They
|
||||
will not be as accepting if they perceive another player is perceived as being overpowered. PvP means that you
|
||||
have to be very careful to balance the game - all characters does not have to be exactly equal but they should
|
||||
all be viable to play a fun game with. PvP does not only mean combat though. Players can compete in all sorts of ways, including gaining influence in
|
||||
a political game or gaining market share when selling their crafted merchandise.
|
||||
|
||||
For the EvAdventure we will support both Player-vs-environment combat and turn-based PvP. We will allow players
|
||||
to barter with each other (so potentially scam others?) but that's the extent of it. We will focus on showing
|
||||
off techniques and will not focus on making a balanced game.
|
||||
|
||||
### What are the penalties of defeat? Permanent death? Quick respawn? Time in prison?
|
||||
|
||||
This is another big decision that strongly affects the mood and style of your game.
|
||||
|
||||
Perma-death means that once your character dies, it's gone and you have to make a new one.
|
||||
|
||||
- It allows for true heroism. If you genuinely risk losing your character of two years to fight the dragon,
|
||||
your triumph is an actual feat.
|
||||
- It limits the old-timer dominance problem. If long-time players dies occationally, it will open things
|
||||
up for newcomers.
|
||||
- It lowers inflation, since the hoarded resources of a dead character can be removed.
|
||||
- It gives capital punishment genuine discouraging power.
|
||||
- It's realistic.
|
||||
|
||||
Perma-death comes with some severe disadvantages however.
|
||||
|
||||
- It's impopular. Many players will just not play a game where they risk losing their beloved character
|
||||
just like that.
|
||||
- Many players say they like the _idea_ of permadeath except when it could happen to them.
|
||||
- It can limit roleplaying freedom and make people refuse to take any risks.
|
||||
- It may make players even more reluctant to play conflict-driving 'bad guys'.
|
||||
- Game balance is much, much more important when results are "final". This escalates the severity of 'unfairness'
|
||||
a hundred-fold. Things like bugs or exploits can also lead to much more server effects.
|
||||
|
||||
For these reasons, it's very common to do hybrid systems. Some tried variations:
|
||||
|
||||
- NPCs cannot kill you, only other players can.
|
||||
- Death is permanent, but it's difficult to actually die - you are much more likely to end up being severely
|
||||
hurt/incapacitated.
|
||||
- You can pre-pay 'insurance' to magically/technologically avoid actually dying. Only if don't have insurance will
|
||||
you die permanently.
|
||||
- Death just means harsh penalties, not actual death.
|
||||
- When you die you can fight your way back to life from some sort of afterlife.
|
||||
- You'll only die permanently if you as a player explicitly allows it.
|
||||
|
||||
For our tutorial-game we will not be messing with perma-death; instead your defeat will mean you will re-spawn
|
||||
back at your home location with a fraction of your health.
|
||||
|
||||
## Conclusions
|
||||
|
||||
Going through the questions has helped us get a little bit more of a feel for the game we want to do. There are
|
||||
many other things we could ask ourselves, but if we can cover these points we will be a good way towards a complete,
|
||||
playable game!
|
||||
|
||||
Before starting to code in earnest a good coder should always do an inventory of all the stuff they _don't_ need
|
||||
to code themselves. So in the next lesson we will check out what help we have from Evennia's _contribs_.
|
||||
|
||||
|
|
@ -0,0 +1,145 @@
|
|||
# Where do I begin?
|
||||
|
||||
The good news is that following this Starting tutorial is a great way to begin making an Evennia game.
|
||||
|
||||
The bad news is that everyone's different and when it comes to starting your own game there is no
|
||||
one-size-fits-all answer. Instead we will ask a series of questions
|
||||
to help you figure this out for yourself. It will also help you evaluate your own skills and maybe
|
||||
put some more realistic limits on how fast you can achieve your goals.
|
||||
|
||||
> The questions in this lesson do not really apply to our tutorial game since we know we are doing it
|
||||
> to learn Evennia. If you just want to follow along with the technical bits you can skip this lesson and
|
||||
> come back later when you feel ready to take on making your own game.
|
||||
|
||||
## What is your motivation for doing this?
|
||||
|
||||
So you want to make a game. First you need to make a few things clear to yourself.
|
||||
|
||||
Making a multiplayer online game is a _big_ undertaking. You will (if you are like most of us) be
|
||||
doing it as a hobby, without getting paid. And you’ll be doing it for a long time.
|
||||
|
||||
So the very first thing you should ask yourself (and your team, if you have any) is
|
||||
_why am I doing this_? Do some soul-searching here. Here are some possible answers:
|
||||
|
||||
- I want to earn recognition and fame from my online community and/or among my friends.
|
||||
- I want to build the game so I can play and enjoy it myself.
|
||||
- I want to build the same game I already play but without the bad people.
|
||||
- I want to create a game so that I can control it and be the head honcho.
|
||||
- A friend or online acquaintance talked me into working on it.
|
||||
- I work on this because I’m paid to (wow!)
|
||||
- I only build this for my own benefit or to see if I can pull it off.
|
||||
- I want to create something to give back to the community I love.
|
||||
- I want to use this project as a stepping-stone towards other projects (like a career in game design
|
||||
or programming).
|
||||
- I am interested in coding or server and network architectures, making a MUD just seems to be a good
|
||||
way to teach myself.
|
||||
- I want to build a commercial game and earn money.
|
||||
- I want to fulfill a life-long dream of game making.
|
||||
|
||||
There are many other possibilities. How “solid” your answer is for a long-term development project
|
||||
is up to you. The important point is that you ask yourself the question.
|
||||
|
||||
**Help someone else instead** - Maybe you should _not_ start a new project - maybe you're better off
|
||||
helping someone else or improve on something that already exists. Or maybe you find you are more of a
|
||||
game engine developer than a game designer.
|
||||
|
||||
**Driven by emotion** - Some answers may suggest that you are driven by emotions of revenge or disconcert. Be careful with that and
|
||||
check so that's not your _only_ driving force. Those emotions may have abated later when the project
|
||||
most needs your enthusiasm and motivation.
|
||||
|
||||
**Going commercial** - If your aim is to earn money, your design goals will likely be very different from
|
||||
those of a person who only creates as a hobby or for their own benefit. You may also have a much stricter
|
||||
timeline for release.
|
||||
|
||||
Whichever your motivation, you should at least have it clear in your own mind. It’s worth to make
|
||||
sure your eventual team is on the same page too.
|
||||
|
||||
## What are your skills?
|
||||
|
||||
Once you have your motivations straight you need to take a stock of your own skills and the skills
|
||||
available in your team, if you have any.
|
||||
|
||||
Your game will have two principal components and you will need skills to cater for both:
|
||||
|
||||
- The game engine / code base - Evennia in this case.
|
||||
- The assets created for using the game engine (“the game world”)
|
||||
|
||||
### The game engine
|
||||
|
||||
The game engine is maintained and modified by programmers (coders). It represents the infrastructure
|
||||
that runs the game - the network code, the protocol support, the handling of commands, scripting and
|
||||
data storage.
|
||||
|
||||
If you are just evaluating Evennia, it's worth to do the following:
|
||||
|
||||
- Hang out in the community/forums/chat. Expect to need to ask a lot of “stupid” questions as you start
|
||||
developing (hint: no question is stupid). Is this a community in which you would feel comfortable doing so?
|
||||
- Keep tabs on the manual (you're already here).
|
||||
- How's your Python skills? What are the skills in your team? Do you or your team already know it or are
|
||||
you willing to learn? Learning the language as you go is not too unusual with Evennia devs, but expect it
|
||||
to add development time. You will also be worse at predicting how 'hard' something is to do.
|
||||
- If you don’t know Python, you should have gotten a few tastes from the first part of this tutorial. But
|
||||
expect to have to refer to external online tutorials - there are many details of Python that will not be
|
||||
covered.
|
||||
|
||||
### Asset creation
|
||||
|
||||
Compared to the level of work needed to produce professional graphics for an MMORPG, detailed text
|
||||
assets for a mud are cheap to create. This is one of the many reasons muds are so well suited for a
|
||||
small team.
|
||||
|
||||
This is not to say that making “professional” text content is easy though. Knowing how to write
|
||||
imaginative and grammatically correct prose is only the minimal starting requirement. A good asset-
|
||||
creator (traditionally called a “builder”) must also be able to utilize the tools of the game engine
|
||||
to its fullest in order to script events, make quests, triggers and interactive, interesting
|
||||
environments.
|
||||
|
||||
Assuming you are not coding all alone, your team’s in-house builders will be the first ones to actually
|
||||
“use” your game framework and build tools. They will stumble on all the bugs. This means that you
|
||||
need people who are just not “artsy” or “good with words”. Assuming coders and builders are not the
|
||||
same people (common for early testing), builders need to be able to collaborate well and give clear
|
||||
and concise feedback.
|
||||
|
||||
If you know your builders are not tech-savvy, you may need to spend more time making easier
|
||||
build-tools and commands for them.
|
||||
|
||||
## So, where do I begin, then?
|
||||
|
||||
Right, after all this soul-searching and skill-inventory-checking, let’s go back to the original
|
||||
question. And maybe you’ll find that you have a better feeling for the answer yourself already:
|
||||
|
||||
- Keep following this tutorial and spend the time
|
||||
to really understand what is happening in the examples. Not only will this give you a better idea
|
||||
of how parts hang together, it may also give you ideas for what is possible. Maybe something
|
||||
is easier than you expected!
|
||||
- Introduce yourself in the IRC/Discord chat and don't be shy to ask questions as you go through
|
||||
the tutorial. Don't get hung up on trying to resolve something that a seasoned Evennia dev may
|
||||
clear up for you in five minutes. Also, not all errors are your faults - it's possible the
|
||||
tutorial is unclear or has bugs, asking will quickly bring those problems to light, if so.
|
||||
- If Python is new to you, you should complement the tutorial with third-party Python references
|
||||
so you can read, understand and replicate example code without being completely in the dark.
|
||||
|
||||
Once you are out of the starting tutorial, you'll be off to do your own thing.
|
||||
|
||||
- The starting tutorial cannot cover everything. Skim through the [Evennia docs](../../../index.md).
|
||||
Even if you don't read everything, it gives you a feeling for what's available should you need
|
||||
to look for something later. Make sure to use the search function.
|
||||
- You can now start by expanding on the tutorial-game we will have created. In the last part there
|
||||
there will be a list of possible future projects you could take on. Working on your own, without help
|
||||
from a tutorial is the next step.
|
||||
|
||||
As for your builders, they can start getting familiar with Evennia's default build commands ... but
|
||||
keep in mind that your game is not yet built! Don't set your builders off on creating large zone projects.
|
||||
If they build anything at all, it should be small test areas to agree on a homogenous form, mood
|
||||
and literary style.
|
||||
|
||||
## Conclusions
|
||||
|
||||
Remember that what kills a hobby game project will usually be your own lack of
|
||||
motivation. So do whatever you can to keep that motivation burning strong! Even if it means
|
||||
deviating from what you read in a tutorial like this one. Just get that game out there, whichever way
|
||||
works best for you.
|
||||
|
||||
In the next lesson we'll go through some of the technical questions you need to consider. This should
|
||||
hopefully help you figure out more about the game you want to make. In the lesson following that we'll
|
||||
then try to answer those questions for the sake of creating our little tutorial game.
|
||||
Loading…
Add table
Add a link
Reference in a new issue