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<div class="section" id="planning-our-tutorial-game">
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<h1>Planning our tutorial game<a class="headerlink" href="#planning-our-tutorial-game" title="Permalink to this headline">¶</a></h1>
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<p>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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Remembering that we need to keep the scope down, let’s establish some parameters.
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Note that for your own
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game you don’t <em>need</em> 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.</p>
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<ul class="simple">
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<li><p>We want a small game we can play ourselves for fun, but which could in principle be expanded
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<li><p>To have something to refer to rather than just saying “our tutorial game” over and over, we’ll
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name it … <em>EvAdventure</em>.</p></li>
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<li><p>We want EvAdventure be a small game we can play ourselves for fun, but which could in principle be expanded
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to something more later.</p></li>
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<li><p>Let’s go with a fantasy theme, it’s well understood.</p></li>
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<li><p>We’ll use some existing, simple RPG system.</p></li>
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@ -53,7 +56,7 @@ to something more later.</p></li>
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<li><p>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.</p></li>
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<li><p>We want monsters to fight and NPCs we can talk to. So some sort of AI.</p></li>
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<li><p>We want to be able to buy and sell stuff.</p></li>
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<li><p>We want to be able to buy and sell stuff, both with NPCs and other players.</p></li>
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<li><p>We want some sort of crafting system.</p></li>
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<li><p>We want some sort of quest system.</p></li>
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</ul>
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@ -62,9 +65,20 @@ and combat.</p></li>
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<h2>Administration<a class="headerlink" href="#administration" title="Permalink to this headline">¶</a></h2>
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<div class="section" id="should-your-game-rules-be-enforced-by-coded-systems-by-human-game-masters">
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<h3>Should your game rules be enforced by coded systems by human game masters?<a class="headerlink" href="#should-your-game-rules-be-enforced-by-coded-systems-by-human-game-masters" title="Permalink to this headline">¶</a></h3>
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<p>Using game masters one need to add some new GM-helper commands to make their jobs easier. But overall there
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is less work code-wise. GM:ing is work-intensive however, and they can’t be online all the time.</p>
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<p>We want our tutorial game to work without human Game masters.</p>
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<p>Generally, the more work you expect human staffers/GMs to do, the less your code needs to work. To
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support GMs you’d need to design commands to support GM-specific actions and the type of game-mastering
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you want them to do. You may need to expand communication channels so you can easily
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talk to groups people in private and split off gaming groups from each other. RPG rules could be as simple
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as the GM sitting with the rule books and using a dice-roller for visibility.</p>
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<p>GM:ing is work-intensive however, and even the most skilled and enthusiastic GM can’t be awake all hours
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of the day to serve an international player base. The computer never needs sleep, so having the ability for
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players to “self-serve” their RP itch when no GMs are around is a good idea even for the most GM-heavy games.</p>
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<p>On the other side of the spectrum are games with no GMs at all; all gameplay are driven either by the computer
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or by the interactions between players. Such games still need an active staff, but nowhere as much active
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involvement. Allowing for solo-play with the computer also allows players to have fun when the number of active
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players is low.</p>
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<p>We want EvAdventure to work entirely without depending on human GMs. That said, there’d be nothing
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stopping a GM from stepping in and run an adventure for some players should they want to.</p>
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</div>
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<div class="section" id="what-is-the-staff-hierarchy-in-your-game-is-vanilla-evennia-roles-enough-or-do-you-need-something-else">
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<h3>What is the staff hierarchy in your game? Is vanilla Evennia roles enough or do you need something else?<a class="headerlink" href="#what-is-the-staff-hierarchy-in-your-game-is-vanilla-evennia-roles-enough-or-do-you-need-something-else" title="Permalink to this headline">¶</a></h3>
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@ -100,7 +114,7 @@ would have an in-game meaning:</p>
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<p><em>Bulletin boards</em> are a sort of in-game forum where posts are made publicly or privately. Contrary to a channel,
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the messages are usually stored and are grouped into topics with replies. Evennia has no default bulletin-board
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system.</p>
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<p>In this tutorial game we will just use the default inter-account channels. We will also not be implementing any
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<p>In EvAdventure we will just use the default inter-account channels. We will also not be implementing any
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bulletin boards.</p>
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</div>
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</div>
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@ -293,7 +307,7 @@ shop-keepers and quest-gives so they won’t need any real AI to speak of.</p>
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<p>“Mobs” or “mobiles” are things that move around. This is traditionally monsters you can fight with, but could
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also be city guards or the baker going to chat with the neighbor. Back in the day, they were often fundamentally
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different these days it’s often easier to just make NPCs and mobs essentially the same thing.</p>
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<p>In our tutorial game, Both Monsters and NPCs will be the same type of thing; A monster could give you a quest
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<p>In EvAdventure, both Monsters and NPCs will be the same type of thing; A monster could give you a quest
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and an NPC might fight you as a mob as well as trade with you.</p>
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</div>
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<div class="section" id="should-there-be-npcs-giving-quests-if-so-how-do-you-track-quest-status">
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@ -359,7 +373,7 @@ or <code class="docutils literal notranslate"><span class="pre">look</span> <spa
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find the person (probably based on skill checks).</p></li>
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<li><p>The room will also need to be involved, maybe with some modifier as to how easy it is to hide in the room.</p></li>
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</ul>
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<p>We will <em>not</em> be including a hide-mechanic in our tutorial game though.</p>
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<p>We will <em>not</em> be including a hide-mechanic in EvAdventure though.</p>
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</div>
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<div class="section" id="what-does-the-skill-tree-look-like-can-a-character-gain-experience-to-improve-by-killing-enemies-solving-quests-by-roleplaying">
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<h3>What does the skill tree look like? Can a Character gain experience to improve? By killing enemies? Solving quests? By roleplaying?<a class="headerlink" href="#what-does-the-skill-tree-look-like-can-a-character-gain-experience-to-improve-by-killing-enemies-solving-quests-by-roleplaying" title="Permalink to this headline">¶</a></h3>
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@ -382,7 +396,7 @@ you gain XP only for running when you run, XP for your axe skill when you fight
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</ul>
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</li>
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</ul>
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<p>For our tutorial game we will use Open Adventure’s rules for XP, which will be driven by kills and quest successes.</p>
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<p>For EvAdventure we will use Open Adventure’s rules for XP, which will be driven by kills and quest successes.</p>
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</div>
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<div class="section" id="may-player-characters-attack-each-other-pvp">
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<h3>May player-characters attack each other (PvP)?<a class="headerlink" href="#may-player-characters-attack-each-other-pvp" title="Permalink to this headline">¶</a></h3>
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@ -392,7 +406,7 @@ will not be as accepting if they perceive another player is perceived as being o
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have to be very careful to balance the game - all characters does not have to be exactly equal but they should
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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
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a political game or gaining market share when selling their crafted merchandise.</p>
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<p>For the tutorial game we will support both Player-vs-environment combat and turn-based PvP. We will allow players
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<p>For the EvAdventure we will support both Player-vs-environment combat and turn-based PvP. We will allow players
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to barter with each other (so potentially scam others?) but that’s the extent of it. We will focus on showing
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off techniques and will not focus on making a balanced game.</p>
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</div>
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