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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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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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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
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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.
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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
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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
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game's "feel" come across. You want a minimal but functioning world where the intended game play can
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be tested and roughly balanced. You can always add new areas later.
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During building you get free and extensive testing of whatever custom build commands and systems you
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have made at this point. If Builders and coders are different people you also
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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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## 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
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Once things stabilize in Alpha you can move to *Beta* and let more people in. Many MUDs are in
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[perpetual beta](https://en.wikipedia.org/wiki/Perpetual_beta), meaning they are never considered
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"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!
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You are worthy of a celebration since at this point you have joined the small, exclusive crowd who
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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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