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Convert master docs to use MyST
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@ -121,18 +121,18 @@ gloss over this bit and jump directly to **World Building**. Vice versa, many "g
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tend to jump directly to this part without doing the **Planning** first. Neither way is good and
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*will* lead to you having to redo all your hard work at least once, probably more.
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Evennia's [Developer Central](./Developer-Central) tries to help you with this bit of development. We
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also have a slew of [Tutorials](./Tutorials) with worked examples. Evennia tries hard to make this
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Evennia's [Developer Central](./Developer-Central.md) tries to help you with this bit of development. We
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also have a slew of [Tutorials](./Tutorials.md) with worked examples. Evennia tries hard to make this
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part easier for you, but there is no way around the fact that if you want anything but a very basic
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Talker-type game you *will* have to bite the bullet and code your game (or find a coder willing to
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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 of Evennia, such as [Objects](./Objects), [Commands](./Commands) and [Scripts](./Scripts) and
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paradigms of Evennia, such as [Objects](./Objects.md), [Commands](./Commands.md) and [Scripts](./Scripts.md) and
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how they hang together. We recommend you go through the [Tutorial World](Tutorial-World-
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Introduction) in detail (as well as glancing at its code) to get at least a feel for what is
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involved behind the scenes. You could also look through the tutorial for [building a game from
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scratch](Tutorial-for-basic-MUSH-like-game).
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scratch](./Tutorial-for-basic-MUSH-like-game.md).
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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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@ -140,7 +140,7 @@ 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 (publicly or privately) using version control. Not only will
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this make it easy for multiple coders to collaborate (and have a bug-tracker etc), it also means
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your work is backed up at all times. The [Version Control](./Version-Control) tutorial has
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your work is backed up at all times. The [Version Control](./Version-Control.md) tutorial has
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instructions for setting up a sane developer environment with proper version control.
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### "Tech Demo" Building
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@ -195,7 +195,7 @@ flag and let people try it! Call upon your alpha-players to try everything - the
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to break your game in ways that 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). Follow the quick
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instructions for [Online Setup](./Online-Setup) to make your game visible online. If you hadn't
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instructions for [Online Setup](./Online-Setup.md) to make your game visible online. If you hadn't
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already, make sure to put up your game on the [Evennia game index](http://games.evennia.com/) so
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people know it's in the works (actually, even pre-alpha games are allowed in the index so don't be
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shy)!
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