Copy doc tools from develop

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Griatch 2020-07-12 20:01:44 +02:00
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@ -75,13 +75,13 @@ A MUD's a lot more involved than you would think and these things hang together
This is the actual work of creating the "game" part of your game. Many "game-designer" types tend to gloss over this bit and jump directly to **World Building**. Vice versa, many "game-coder" types tend to jump directly to this part without doing the **Planning** first. Neither way is good and *will* lead to you having to redo all your hard work at least once, probably more.
Evennia's [Developer Central](Developer-Central) tries to help you with this bit of development. We also have a slew of [Tutorials](Tutorials) with worked examples. Evennia tries hard to make this part easier for you, but there is no way around the fact that if you want anything but a very basic Talker-type game you *will* have to bite the bullet and code your game (or find a coder willing to do it for you).
Evennia's [Developer Central](./Developer-Central) tries to help you with this bit of development. We also have a slew of [Tutorials](./Tutorials) with worked examples. Evennia tries hard to make this part easier for you, but there is no way around the fact that if you want anything but a very basic Talker-type game you *will* have to bite the bullet and code your game (or find a coder willing to do it for you).
Even if you won't code anything yourself, as a designer you need to at least understand the basic paradigms of Evennia, such as [Objects](Objects), [Commands](Commands) and [Scripts](Scripts) and how they hang together. We recommend you go through the [Tutorial World](Tutorial-World-Introduction) in detail (as well as glancing at its code) to get at least a feel for what is involved behind the scenes. You could also look through the tutorial for [building a game from scratch](Tutorial-for-basic-MUSH-like-game).
Even if you won't code anything yourself, as a designer you need to at least understand the basic paradigms of Evennia, such as [Objects](./Objects), [Commands](./Commands) and [Scripts](./Scripts) and how they hang together. We recommend you go through the [Tutorial World](./Tutorial-World-Introduction) in detail (as well as glancing at its code) to get at least a feel for what is involved behind the scenes. You could also look through the tutorial for [building a game from scratch](./Tutorial-for-basic-MUSH-like-game).
During Coding you look back at the things you wanted during the **Planning** phase and try to implement them. Don't be shy to update your plans if you find things easier/harder than you thought. The earlier you revise problems, the easier they will be to fix.
A good idea is to host your code online (publicly or privately) using version control. Not only will this make it easy for multiple coders to collaborate (and have a bug-tracker etc), it also means your work is backed up at all times. The [Version Control](Version-Control) tutorial has instructions for setting up a sane developer environment with proper version control.
A good idea is to host your code online (publicly or privately) using version control. Not only will this make it easy for multiple coders to collaborate (and have a bug-tracker etc), it also means your work is backed up at all times. The [Version Control](./Version-Control) tutorial has instructions for setting up a sane developer environment with proper version control.
### "Tech Demo" Building
@ -102,7 +102,7 @@ During building you get free and extensive testing of whatever custom build comm
## Alpha Release
As mentioned, don't hold onto your world more than necessary. *Get it out there* with a huge *Alpha* flag and let people try it! Call upon your alpha-players to try everything - they *will* find ways to break your game in ways that you never could have imagined. In Alpha you might be best off to focus on inviting friends and maybe other MUD developers, people who you can pester to give proper feedback and bug reports (there *will* be bugs, there is no way around it). Follow the quick instructions for [Online Setup](Online-Setup) to make your game visible online. If you hadn't already, make sure to put up your game on the [Evennia game index](http://games.evennia.com/) so people know it's in the works (actually, even pre-alpha games are allowed in the index so don't be shy)!
As mentioned, don't hold onto your world more than necessary. *Get it out there* with a huge *Alpha* flag and let people try it! Call upon your alpha-players to try everything - they *will* find ways to break your game in ways that you never could have imagined. In Alpha you might be best off to focus on inviting friends and maybe other MUD developers, people who you can pester to give proper feedback and bug reports (there *will* be bugs, there is no way around it). Follow the quick instructions for [Online Setup](./Online-Setup) to make your game visible online. If you hadn't already, make sure to put up your game on the [Evennia game index](http://games.evennia.com/) so people know it's in the works (actually, even pre-alpha games are allowed in the index so don't be shy)!
## Beta Release/Perpetual Beta