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<h1>
<a name="evennia-mudmu-creation-system" class="anchor" href="#evennia-mudmu-creation-system"><span class="octicon octicon-link"></span></a>Evennia MUD/MU* Creation System</h1>
<p><em>Evennia</em> is an open-source Python-based MUD/MU* server/codebase using modern technologies. Evennia allows creators to design and flesh out text-based massively-multiplayer online games with great freedom.</p>
<p><em>Evennia</em> is an open-source Python-based framework, codebase and
server for creating text-based multiplayer online games (a MUD/MU* etc) using modern
technologies and tools.</p>
<h2>
<a name="features-and-philosophy" class="anchor"
href="#features-and-philosophy"><span class="octicon
octicon-link"></span></a>Features and Philosophy</h2>
<a name="installation" class="anchor"
href="#installation"><span class="octicon
octicon-link"></span></a>Live demo</h2>
<img class="img floatright" src="images/book.png" alt="Book">
<p>
<a href="https://demo.evennia.com">https://demo.evennia.com</a> sports an
almost vanilla install of a default Evennia server. It has the tutorial world
and a few extra thing to experience and try out. Use it to get a taste for
what's possible. You can also ask questions in our support channel directly
from inside the demo!</p>
<h2>
<a name="installation" class="anchor"
href="#installation"><span class="octicon
octicon-link"></span></a>Installation</h2>
Evennia is installed by cloning and installing its repo from
<a href="https://github.com/evennia/evennia">github</a>. The
<a href="docs/latest/Getting-Started.html">Getting Started</a> instructions will
help you get things set up. Once installed, creating your new game is quick:
<div class="codeblock">
<code>
evennia --init mygame<br>
cd mygame<br>
evennia start
</code>
</div>
You can now browse your new game's website and play locally in your browser at
<a href="http://127.0.0.1:4001">http://localhost:4001</a>. You can also
connect to it with a traditional third-party MUD client on <code>localhost, port 4000</code>.
<img class="img screenshot" src="images/evennia_screenshot.jpg" alt="Screenshot">
<div class="screenshot-caption">
An example of a default Evennia install (hover to enlarge). Top left:
Running server just started. Top right: Default website served by
Evennia. Bottom left: Game open in included HTML5 webclient. Bottom right:
Game open in traditional telnet client
(<a href="https://tintin.mudhalla.net/">tintin++</a>).
</div>
<h2><a name="overview" class="anchor"
href="#overview"><span class="octicon
octicon-link"></span></a>Overview</h2>
<img class="img floatleft" src="images/inkwell.png" alt="Inkwell">
<p>Evennia aims to supply a bare-bones MU* codebase that allows vast
flexibility for game designers while taking care of all the gritty networking
and database-handling behind the scenes. Evennia offers an easy API for
handling persistent objects, time-dependent scripting and all the other
low-level features needed to create a MU*. The idea is to allow the mud-coder
to concentrate solely on designing the parts and systems of the mud that makes
it uniquely fit their ideas.</p>
<p>Evennia aims to take care of all the gritty networking, database-handling
and minutae that all online games need. The idea is to allow you, the game
developer, to concentrate solely on designing the game systems. We try to get
out of your way as much as possible.</p>
<p>Coding in Evennia is primarily done by normal Python modules, making the
codebase extremely flexible. The code is heavily documented and you use Python
classes to represent your objects, scripts and players. The database layer is
abstracted away.</p>
<p>Evennia is game-agnostic. So we have no opinions on what style of play or
genre of game you should make. We don't prescribe any skills, classes, races or
other things that will be specific for your game anyway. Indeed, people have
used Evennia for non-MU*s as well - it's very suitable for wild experimenting
and fast prototyping!</p>
<p>Some game concepts and systems are more common than others though. For these
we offer a growing library of optional code-snippets and bigger game systems
you can build from, copy or be inspired by. These are mostly contributed by our
very friendly developer community.</p>
<p>Finally, we have tried to make Evennia's code as readable and
well-documented as possible, should you need to dive in. We have also
spent a lot of time on our <a href="docs/latest/index.html">extensive documentation</a>,
all in order to to help you get productive in Evennia with less fuss.</p>
<h2><a name="default-content" class="anchor"
href="#default-content"><span class="octicon
octicon-link"></span></a>Default Content</h2>
<p>Whereas your Evennia game starts out with no game-specific content, it's not
empty! Out of the box you get a 'talker'-style game: You can create rooms and
items, pick up stuff, talk to people, walk around, do light roleplay with
emotes ... all the base things you expect.</p>
<p>Here are some of the default resources and tools available out of the box:</p>
<ul>
<li>Classes for persistent objects, exits, rooms and characters.</li>
<li>Separation between character and their accounts (multi-character play, if desired)</li>
<li>In-game channels and chats (including linking to external chat channels)
<li>About 90 commands for administration, building, chatting, basic roleplay etc</li>
<li>Available commands and even their function can vary with circumstance and game state</li>
<li>Delays, tickers, timers (fully asynchronous, no threading so no risk of race conditions)</li>
<li>In-game menu-creation system</li>
<li>Prototype system, for making variations of objects (like monsters or items) without new classes</li>
<li>Lock and access mini-language for very flexible access control</li>
<li>Tutorial-world with examples</li>
<li>Easy storage of custom data on all game objects</li>
<li>Search, creation, and a large number of coding utilities</li>
<li>The <code>contrib/</code> folder with optional full systems and shorter snippets</li>
</ul>
<img class="img floatright" src="images/dice.png" alt="Dice">
<p>Evennia offers extensive connectivity options. A single server instance may
offer connections over Telnet, SSH, SSL and HTTP. The latter is possible since
Evennia is also its own web server: A default website as well as a
browser-based comet-style mud client comes as part of the package (<a
href="https://github.com/evennia/evennia/wiki/Screenshot">screenshot</a>). Due
to our Django and Twisted foundations, web integration is a snap since the same
code that powers the game may also be used to run its web presence (you may use
a third-party webserver too if you prefer though). Evennia in-game channels can
also be interlinked with external IRC and IMC2 channels so players can chat
with people "outside" the game.</p>
<p>Coding in Evennia is primarily done by normal Python modules, making the
codebase extremely flexible - you don't tweak the library itself, you just
override the defaults and tell Evennia where to find your changes.</p>
<img class="img floatleft" src="images/ships.png" alt="Book">
<p>You use Python classes to represent your objects,
scripts and players. The database layer is mostly abstracted away but if you
want you can also leverage the full power of Django's mature ORM.</p>
<p>Whereas Evennia is intended to be customized to almost any level you like,
we do offer some defaults you can build from. The code base comes with basic
classes for objects, exits, rooms and characters. There is also a default
command set for handling administration, building, chat channels, poses and so
on. This is enough to run a 'Talker' or some other social-style game out of the
box. Stock Evennia is however deliberately void of any game-world-specific
systems. So you won't find any AI codes, mobs, skill systems, races or combat
stats in the default distribution (we might expand our contributions folder
with optional plugins in the future though).</p>
<h2><a name="some server features" class="anchor"
href="#some-server-features"><span class="octicon
octicon-link"></span></a>Some server features</h2>
<p>If this piqued your interest, there is also a <a
href="docs/latest/Evennia-Introduction.html">lengthier
introduction</a> to Evennia to read.</p>
<ul>
<li>HTML5 webclient (websocket with ajax/comet fallback)</li>
<li>Telnet, Telnet+SSL, SSH</li>
<li>Website via own webserver (HTTP, HTTPS with external proxy)</li>
<li>Game channels links to IRC, Grapevine</li>
<li>RSS feed, Twitter feed (with snippet from docs)</li>
<li>Different databases supported via Django: Sqlite3, PostgreSQL, MySQL ...</li>
<li>MUD-specific telnet protocols supported:</li>
<ul>
<li>GMCP and MSDP out-of-band protocols</li>
<li>MXP (inline links only)</li>
<li>ANSI and XTerm256 color support</li>
<li>MSSP status for websites tracking MUDs</li>
<li>NAWS, TTYPE, MCCP etc ...</li>
</ul>
<li>Based on Django and Twisted, both well-supported and hardened Python projects</i>
<li>Asynchronous, event-driven architecture without risk of race-conditions</i>
<li>Reload server without disconnecting players</li>
<li>Extendable protocols for adding custom integrations</li>
</ul>
<h2>
<a name="current-status" class="anchor" href="#current-status"><span
class="octicon octicon-link"></span></a>Current Status</h2>
<p>The codebase is currently in <strong>Beta</strong>. While development
continues, Evennia is already stable enough to be suitable for prototyping and
development of your own games.</p>
<img class="img floatleft" src="images/ships.png" alt="Ships">
<h2>
<a name="more-information" class="anchor" href="#more-information"><span
class="octicon octicon-link"></span></a>More Information</h2>
<img class="img floatleft" src="images/book.png" alt="Book">
<p>If this piqued your interest, there is a <a
href="docs/latest/Evennia-Introduction.html">lengthier
introduction</a> to Evennia to read.</p>
<p>To learn how to get your hands on the code base, the <a
href="docs/latest/Getting-Started.html">Getting Started</a> page is the way to go. Otherwise you could browse the <a

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