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Planning-Where-Do-I-Begin.md
Game-Planning.md
Planning-Some-Useful-Contribs.md
Planning-The-Tutorial-Game.md
```
@ -41,6 +40,5 @@ Planning-The-Tutorial-Game.md
Planning-Where-Do-I-Begin.md
Game-Planning.md
Planning-Some-Useful-Contribs.md
Planning-The-Tutorial-Game.md
```

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# Planning the use of some useful contribs
Evennia is deliberately bare-bones out of the box. The idea is that you should be as unrestricted as possible
in designing your game. This is why you can easily replace the few defaults we have and why we don't try to
prescribe any major game systems on you.
That said, Evennia _does_ offer some more game-opinionated _optional_ stuff. These are referred to as _Contribs_
and is an ever-growing treasure trove of code snippets, concepts and even full systems you can pick and choose
from to use, tweak or take inspiration from when you make your game.
The [Contrib overview](../../../Contribs/Contribs-Overview.md) page gives the full list of the current roster of contributions. On
this page we will review a few contribs we will make use of for our game. We will do the actual installation
of them when we start coding in the next part of this tutorial series. While we will introduce them here, you
are wise to read their doc-strings yourself for the details.
This is the things we know we need:
- A barter system
- Character generation
- Some concept of wearing armor
- The ability to roll dice
- Rooms with awareness of day, night and season
- Roleplaying with short-descs, poses and emotes
- Quests
- Combat (with players and against monsters)
## Barter contrib
[source](../../../api/evennia.contrib.game_systems.barter.md)
Reviewing this contrib suggests that it allows for safe trading between two parties. The basic principle
is that the parties puts up the stuff they want to sell and the system will guarantee that these systems are
exactly what is being offered. Both sides can modify their offers (bartering) until both mark themselves happy
with the deal. Only then the deal is sealed and the objects are exchanged automatically. Interestingly, this
works just fine for money too - just put coin objects on one side of the transaction.
Sue > trade Tom: Hi, I have a necklace to sell; wanna trade for a healing potion?
Tom > trade Sue: Hm, I could use a necklace ...
<both accepted trade. Start trade>
Sue > offer necklace: This necklace is really worth it.
Tom > evaluate necklace:
<Tom sees necklace stats>
Tom > offer ration: I don't have a healing potion, but I'll trade you an iron ration!
Sue > Hey, this is a nice necklace, I need more than a ration for it...
Tom > offer ration, 10gold: Ok, a ration and 10 gold as well.
Sue > accept: Ok, that sounds fair!
Tom > accept: Good! Nice doing business with you.
<goods change hands automatically. Trade ends>
Arguably, in a small game you are just fine to just talk to people and use `give` to do the exchange. The
barter system guarantees trading safety if you don't trust your counterpart to try to give you the wrong thing or
to run away with your money.
We will use the barter contrib as an optional feature for player-player bartering. More importantly we can
add it for NPC shopkeepers and expand it with a little AI, which allows them to potentially trade in other
things than boring gold coin.
## Clothing contrib
[source](../../../api/evennia.contrib.game_systems.clothing.md)
This contrib provides a full system primarily aimed at wearing clothes, but it could also work for armor. You wear
an object in a particular location and this will then be reflected in your character's description. You can
also add roleplaying flavor:
> wear helmet slightly askew on her head
look self
Username is wearing a helmet slightly askew on her head.
By default there are no 'body locations' in this contrib, we will need to expand on it a little to make it useful
for things like armor. It's a good contrib to build from though, so that's what we'll do.
## Dice contrib
[source](../../../api/evennia.contrib.rpg.dice.md)
The dice contrib presents a general dice roller to use in game.
> roll 2d6
Roll(s): 2 and 5. Total result is 7.
> roll 1d100 + 2
Roll(s): 43. Total result is 47
> roll 1d20 > 12
Roll(s): 7. Total result is 7. This is a failure (by 5)
> roll/hidden 1d20 > 12
Roll(s): 18. Total result is 17. This is a success (by 6). (not echoed)
The contrib also has a python function for producing these results in-code. However, while
we will emulate rolls for our rule system, we'll do this as simply as possible with Python's `random`
module.
So while this contrib is fun to have around for GMs or for players who want to get a random result
or play a game, we will not need it for the core of our game.
## Extended room contrib
[source](../../../api/evennia.contrib.grid.extended_room.md)
This is a custom Room typeclass that changes its description based on time of day and season.
For example, at night, in wintertime you could show the room as being dark and frost-covered while in daylight
at summer it could describe a flowering meadow. The description can also contain special markers, so
`<morning> ... </morning>` would include text only visible at morning.
The extended room also supports _details_, which are things to "look at" in the room without there having
to be a separate database object created for it. For example, a player in a church may do `look window` and
get a description of the windows without there needing to be an actual `window` object in the room.
Adding all those extra descriptions can be a lot of work, so they are optional; if not given the room works
like a normal room.
The contrib is simple to add and provides a lot of optional flexibility, so we'll add it to our
game, why not!
## RP-System contrib
[source](../../../api/evennia.contrib.rpg.rpsystem.md)
This contrib adds a full roleplaying subsystem to your game. It gives every character a "short-description"
(sdesc) that is what people will see when first meeting them. Let's say Tom has an sdesc "A tall man" and
Sue has the sdesc "A muscular, blonde woman"
Tom > look
Tom: <room desc> ... You see: A muscular, blonde woman
Tom > emote /me smiles to /muscular.
Tom: Tom smiles to A muscular, blonde woman.
Sue: A tall man smiles to Sue.
Tom > emote Leaning forward, /me says, "Well hello, what's yer name?"
Tom: Leaning forward, Tom says, "Well hello..."
Sue: Leaning forward, A tall man says, "Well hello, what's yer name?"
Sue > emote /me grins. "I'm Angelica", she says.
Sue: Sue grins. "I'm Angelica", she says.
Tom: A muscular, blonde woman grins. "I'm Angelica", she says.
Tom > recog muscular Angelica
Tom > emote /me nods to /angelica: "I have a message for you ..."
Tom: Tom nods to Angelica: "I have a message for you ..."
Sue: A tall man nods to Sue: "I have a message for you ..."
Above, Sue introduces herself as "Angelica" and Tom uses this info to `recoc` her as "Angelica" hereafter. He
could have `recoc`-ed her with whatever name he liked - it's only for his own benefit. There is no separate
`say`, the spoken words are embedded in the emotes in quotes `"..."`.
The RPSystem module also includes options for `poses`, which help to establish your position in the room
when others look at you.
Tom > pose stands by the bar, looking bored.
Sue > look
Sue: <room desc> ... A tall man stands by the bar, looking bored.
You can also wear a mask to hide your identity; your sdesc will then be changed to the sdesc of the mask,
like `a person with a mask`.
The RPSystem gives a lot of roleplaying power out of the box, so we will add it. There is also a separate
[rplanguage](../../../api/evennia.contrib.rpg.rpsystem.md) module that integrates with the spoken words in your emotes and garbles them if you don't understand
the language spoken. In order to restrict the scope we will not include languages for the tutorial game.
## Talking NPC contrib
[source](../../../api/evennia.contrib.tutorials.talking_npc.md)
This exemplifies an NPC with a menu-driven dialogue tree. We will not use this contrib explicitly, but it's
good as inspiration for how we'll do quest-givers later.
## Traits contrib
[source](../../../api/evennia.contrib.rpg.traits.md)
An issue with dealing with roleplaying attributes like strength, dexterity, or skills like hunting, sword etc
is how to keep track of the values in the moment. Your strength may temporarily be buffed by a strength-potion.
Your swordmanship may be worse because you are encumbered. And when you drink your health potion you must make
sure that those +20 health does not bring your health higher than its maximum. All this adds complexity.
The _Traits_ contrib consists of several types of objects to help track and manage values like this. When
installed, the traits are accessed on a new handler `.traits`, for example
> py self.traits.hp.value
100
> py self.traits.hp -= 20 # getting hurt
> py self.traits.hp.value
80
> py self.traits.hp.reset() # drink a potion
> py self.traits.hp.value
100
A Trait is persistent (it uses an Attribute under the hood) and tracks changes, min/max and other things
automatically. They can also be added together in various mathematical operations.
The contrib introduces three main Trait-classes
- _Static_ traits for single values like str, dex, things that at most gets a modifier.
- _Counters_ is a value that never moves outside a given range, even with modifiers. For example a skill
that can at most get a maximum amount of buff. Counters can also easily be _timed_ so that they decrease
or increase with a certain rate per second. This could be good for a time-limited curse for example.
- _Gauge_ is like a fuel-gauge; it starts at a max value and then empties gradually. This is perfect for
things like health, stamina and the like. Gauges can also change with a rate, which works well for the
effects of slow poisons and healing both.
```
> py self.traits.hp.value
100
> py self.traits.hp.rate = -1 # poisoned!
> py self.traits.hp.ratetarget = 50 # stop at 50 hp
# Wait 30s
> py self.traits.hp.value
70
# Wait another 30s
> py self.traits.hp.value
50 # stopped at 50
> py self.traits.hp.rate = 0 # no more poison
> py self.traits.hp.rate = 5 # healing magic!
# wait 5s
> pyself.traits.hp.value
75
```
Traits will be very practical to use for our character sheets.
## Turnbattle contrib
[source](../../../api/evennia.contrib.game_systems.turnbattle.md)
This contrib consists of several implementations of a turn-based combat system, divivided into complexity:
- basic - initiative and turn order, attacks against defense values, damage.
- equip - considers weapons and armor, wielding and weapon accuracy.
- items - adds usable items with conditions and status effects
- magic - adds spellcasting system using MP.
- range - adds abstract positioning and 1D movement to differentiate between melee and ranged attacks.
The turnbattle system is comprehensive, but it's meant as a base to start from rather than offer
a complete system. It's also not built with _Traits_ in mind, so we will need to adjust it for that.
## Conclusions
With some contribs selected, we have pieces to build from and don't have to write everything from scratch.
We will need Quests and will likely need to do a bunch of work on Combat to adapt the combat contrib
to our needs.
We will now move into actually starting to implement our tutorial game
in the next part of this tutorial series. When doing this for yourself, remember to refer
back to your planning and adjust it as you learn what works and what does not.

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# Planning our tutorial game
Using the general plan from last lesson we'll now establish what kind of game we want to create for this tutorial.
Using the general plan from last lesson we'll now establish what kind of game we want to create for this tutorial. We'll call it ... _EvAdventure_.
Remembering that we need to keep the scope down, let's establish some parameters.
Note that for your own
game you don't _need_ to agree/adopt any of these. Many game-types need more or much less than this.
But this makes for good, instructive examples.
- To have something to refer to rather than just saying "our tutorial game" over and over, we'll
name it ... _EvAdventure_.
- We want EvAdventure be a small game we can play ourselves for fun, but which could in principle be expanded
to something more later.
- We want EvAdventure be a small game we can play ourselves for fun, but which could in principle be expanded to something more later.
- We want to have a clear game-loop, with clear goals.
- Let's go with a fantasy theme, it's well understood.
- We'll use some existing, simple RPG system.
- We will use a small, existing tabletop RPG rule set ([Knave](https://www.drivethrurpg.com/product/250888/Knave), more info later)
- We want to be able to create and customize a character of our own.
- We want the tools to roleplay with other players.
- We don't want to have to rely on a Game master to resolve things, but will rely on code for skill resolution
and combat.
- While not roleplay-focused, it should still be possible to socialize and to collaborate.
- We don't want to have to rely on a Game master to resolve things, but will rely on code for skill resolution and combat.
- We want monsters to fight and NPCs we can talk to. So some sort of AI.
- We want to be able to buy and sell stuff, both with NPCs and other players.
- We want some sort of crafting system.
- We want some sort of quest system.
- We want some sort of quest system and merchants to buy stuff from.
Let's answer the questions from the previous lesson and discuss some of the possibilities.
## Game concept
With these points in mind, here's a quick blurb for our game:
_Recently, the nearby village discovered that the old abandoned well contained a dark secret. The bottom of the well led to a previously undiscovered dungeon of ever shifting passages. No one knew why it was there or what its purpose was, but local rumors abound. The first adventurer that went down didn't come back. The second ... brought back a handful of glittering riches._
_Now the rush is on - there's a dungeon to explore and coin to earn. Knaves, cutthroats, adventurers and maybe even a hero or two are coming from all over the realm to challenge whatever lurks at the bottom of that well._
_Local merchants and opportunists have seen a chance for profit. A camp of tents has sprung up around the old well, providing food and drink, equipment, entertainment and rumors for a price. It's a festival to enjoy before paying the entrance fee for dropping down the well to find your fate among the shadows below ..._
Our game will consist of two main game modes - above ground and below. The player starts above ground and is expected to do 'expeditions' into the dark. The design goal is for them to be forced back up again when their health, equipment and luck is about to run out.
- Above, in the "dungeon festival", the player can restock and heal up, buy things and do a small set of quests. It's the only place where the characters can sleep and fully heal. They also need to spend coin here to gain XP and levels. This is a place for players to socialize and RP. There is no combat above ground except for an optional spot for non-lethal PvP.
- Below is the mysterious dungeon. This is a procedurally generated set of rooms. Players can collaborate if they go down the well together, they will not be able to run into each other otherwise (so this works as an instance). Each room generally presents some challenge (normally a battle). Pushing deeper is more dangerous but can grant greater rewards. While the rooms could in theory go on forever, there should be a boss encounter once a player reaches deep enough.
Here's an overview of the topside camp for inspiration (quickly thrown together in the free version of [Inkarnate](https://inkarnate.com/)). We'll explore how to break this up into "rooms" (locations) when we get to creating the game world later.
![Last Step Camp](../../../_static/images/starting_tutorial/Dungeon_Merchant_Camp.jpg)
For the rest of this lesson we'll answer and reason around the specific questions posed in the previous [Game Planning](./Game-Planning.md) lesson.
## Administration
### Should your game rules be enforced by coded systems by human game masters?
Generally, the more work you expect human staffers/GMs to do, the less your code needs to work. To
support GMs you'd need to design commands to support GM-specific actions and the type of game-mastering
you want them to do. You may need to expand communication channels so you can easily
talk to groups people in private and split off gaming groups from each other. RPG rules could be as simple
Generally, the more work you expect human staffers/GMs to do, the less your code needs to work. To support GMs you'd need to design commands to support GM-specific actions and the type of game-mastering you want them to do. You may need to expand communication channels so you can easily talk to groups people in private and split off gaming groups from each other. RPG rules could be as simple
as the GM sitting with the rule books and using a dice-roller for visibility.
GM:ing is work-intensive however, and even the most skilled and enthusiastic GM can't be awake all hours
of the day to serve an international player base. The computer never needs sleep, so having the ability for
players to "self-serve" their RP itch when no GMs are around is a good idea even for the most GM-heavy games.
GM:ing is work-intensive however, and even the most skilled and enthusiastic GM can't be awake all hours of the day to serve an international player base. The computer never needs sleep, so having the ability for players to "self-serve" their RP itch when no GMs are around is a good idea even for the most GM-heavy games.
On the other side of the spectrum are games with no GMs at all; all gameplay are driven either by the computer
or by the interactions between players. Such games still need an active staff, but nowhere as much active
involvement. Allowing for solo-play with the computer also allows players to have fun when the number of active
On the other side of the spectrum are games with no GMs at all; all gameplay are driven either by the computer or by the interactions between players. Such games still need an active staff, but nowhere as much active involvement. Allowing for solo-play with the computer also allows players to have fun when the number of active
players is low.
We want EvAdventure to work entirely without depending on human GMs. That said, there'd be nothing
stopping a GM from stepping in and run an adventure for some players should they want to.
**EvAdventure Answer:**
We want EvAdventure to work entirely without depending on human GMs. That said, there'd be nothing stopping a GM from stepping in and run an adventure for some players should they want to.
### What is the staff hierarchy in your game? Is vanilla Evennia roles enough or do you need something else?
@ -58,240 +63,271 @@ The default hierarchy is
There is also the _superuser_, the "owner" of the game you create when you first set up your database. This user
goes outside the regular hierarchy and should usually only.
We are okay with keeping this structure for our game.
**EvAdventure Answer**
We are okay with keeping the default permission structure for our game.
### Should players be able to post out-of-characters on channels and via other means like bulletin-boards?
Evennia's _Channels_ are by default only available between _Accounts_. That is, for players to communicate with each
other. By default, the `public` channel is created for general discourse.
Channels are logged to a file and when you are coming back to the game you can view the history of a channel
in case you missed something.
Channels are logged to a file and when you are coming back to the game you can view the history of a channel in case you missed something.
> public Hello world!
[Public] MyName: Hello world!
But Channels can also be set up to work between Characters instead of Accounts. This would mean the channels
would have an in-game meaning:
But Channels can also be set up to work between Characters instead of Accounts. This would mean the channels would have an in-game meaning:
- Members of a guild could be linked telepathically.
- Survivors of the apocalypse can communicate over walkie-talkies.
- Radio stations you can tune into or have to discover.
_Bulletin boards_ are a sort of in-game forum where posts are made publicly or privately. Contrary to a channel,
the messages are usually stored and are grouped into topics with replies. Evennia has no default bulletin-board
system.
_Bulletin boards_ are a sort of in-game forum where posts are made publicly or privately. Contrary to a channel, the messages are usually stored and are grouped into topics with replies. Evennia has no default bulletin-board system.
In EvAdventure we will just use the default inter-account channels. We will also not be implementing any
bulletin boards.
**EvAdventure Answer**
In EvAdventure we will just use the default inter-account channels. We will also not be implementing any bulletin boards; instead the merchant NPCs will act as quest givers.
## Building
### How will the world be built?
There are two main ways to handle this:
- Traditionally, from in-game with build-commands: This means builders creating content in their game
client. This has the advantage of not requiring Python skills nor server access. This can often be a quite
intuitive way to build since you are sort-of walking around in your creation as you build it. However, the
developer (you) must make sure to provide build-commands that are flexible enough for builders to be able to
create the content you want for your game.
- Externally (by batchcmds): Evennia's `batchcmd` takes a text file with Evennia Commands and executes them
in sequence. This allows the build process to be repeated and applied quickly to a new database during development.
It also allows builders to use proper text-editing tools rather than writing things line-by-line in their clients.
The drawback is that for their changes to go live they either need server access or they need to send their
batchcode to the game administrator so they can apply the changes. Or use version control.
- Externally (with batchcode or custom code): This is the "professional game development" approach. This gives the
builders maximum power by creating the content in Python using Evennia primitives. The `batchcode` processor
allows Evennia to apply and re-apply build-scripts that are raw Python modules. Again, this would require the
builder to have server access or to use version control to share their work with the rest of the development team.
- Traditionally, from in-game with build-commands: This means builders creating content in their game client. This has the advantage of not requiring Python skills nor server access. This can often be a quite intuitive way to build since you are sort-of walking around in your creation as you build it. However, the developer (you) must make sure to provide build-commands that are flexible enough for builders to be able to create the content you want for your game.
- Externally (by batchcmds): Evennia's `batchcmd` takes a text file with Evennia Commands and executes them in sequence. This allows the build process to be repeated and applied quickly to a new database during development.
It also allows builders to use proper text-editing tools rather than writing things line-by-line in their clients. The drawback is that for their changes to go live they either need server access or they need to send their batchcode to the game administrator so they can apply the changes. Or use version control.
- Externally (with batchcode or custom code): This is the "professional game development" approach. This gives the builders maximum power by creating the content in Python using Evennia primitives. The `batchcode` processor
allows Evennia to apply and re-apply build-scripts that are raw Python modules. Again, this would require the builder to have server access or to use version control to share their work with the rest of the development team.
In this tutorial, we will show examples of all these ways, but since we don't have a team of builders we'll
build the brunt of things using Evennia's Batchcode system.
**EvAdventure Answer**
For EvAdventure, we will build the above-ground part of the game world using batch-scripts. The world below-ground we will build procedurally, using raw code.
### Can only privileged Builders create things or should regular players also have limited build-capability?
In some game styles, players have the ability to create objects and even script them. While giving regular users
the ability to create objects with in-built commands is easy and safe, actual code-creation (aka _softcode_ ) is
not something Evennia supports natively. Regular, untrusted users should never be allowed to execute raw Python
code (such as what you can do with the `py` command). You can
[read more about Evennia's stance on softcode here](../../../Concepts/Soft-Code.md). If you want users to do limited scripting,
it's suggested that this is accomplished by adding more powerful build-commands for them to use.
In some game styles, players have the ability to create objects and even script them. While giving regular users the ability to create objects with in-built commands is easy and safe, actual code-creation (aka _softcode_ ) is not something Evennia supports natively.
For our tutorial-game, we will only allow privileged builders to modify the world. The exception is crafting,
which we will limit to repairing broken items by combining them with other repair-related items.
Regular, untrusted users should never be allowed to execute raw Python
code (such as what you can do with the `py` command). You can
[read more about Evennia's stance on softcode here](../../../Concepts/Soft-Code.md). If you want users to do limited scripting, it's suggested that this is accomplished by adding more powerful build-commands for them to use.
**EvAdventure Answer**
For our tutorial-game, we will only allow privileged builders and admins to modify the world.
## Systems
### Do you base your game off an existing RPG system or make up your own?
We will make use of [Open Adventure](http://www.geekguild.com/openadventure/), a simple 'old school' RPG-system
that is available for free under the Creative Commons license. We'll only use a subset of the rules from
the blue "basic" book. For the sake of keeping down the length of this tutorial we will limit what features
we will include:
There is a plethora of options out there, and what you choose depends on the game you want. It can be tempting to grab a short free-form ruleset, but remember that the computer does not have any intuitiion or common sense to interpret the rules like a human GM could. Conversely, if you pick a very 'crunchy' game system, with detailed simulation of the real world, remember that you'll need to actually _code_ all those exceptions and tables yourself.
For speediest development, what you want is a game with a _consolidated_ resolution mechanic - one you can code once and then use in a lot of situations. But you still want enough rules to help telling the computer how various situations should be resolved (combat is the most common system that needs such structure).
**EvAdventure Answer**
For this tutorial, we will make use of [Knave](https://www.drivethrurpg.com/product/250888/Knave), a very light [OSR](https://en.wikipedia.org/wiki/Old_School_Renaissance) ruleset by Ben Milton. It's only a few pages long but highly compatible with old-school D&D games. It's consolidates all rules around a few opposed d20 rolls and includes clear rules for combat, inventory, equipment and so on. Since _Knave_ is a tabletop RPG, we will have to do some minor changes here and there to fit it to the computer medium.
_Knave_ is available under a Creative Commons Attributions 4.0 License, meaning it can be used for derivative work (even commercially). The above link allows you to purchase the PDF and supporting the author. Alternatively you can find unofficial fan releases of the rules [on this page](https://dungeonsandpossums.com/2020/04/some-great-knave-rpg-resources/).
- Only two 'archetypes' (classes) - Arcanist (wizard) and Warrior, these are examples of two different play
styles.
- Two races only (dwarves and elves), to show off how to implement races and race bonuses.
- No extra features of the races/archetypes such as foci and special feats. While these are good for fleshing
out a character, these will work the same as other bonuses and are thus not that instructive.
- We will add only a small number of items/weapons from the Open Adventure rulebook to show how it's done.
### What are the game mechanics? How do you decide if an action succeeds or fails?
Open Adventure's conflict resolution is based on adding a trait (such as Strength) with a random number in
order to beat a target. We will emulate this in code.
This follows from the RPG system decided upon in the previous question.
Having a "skill" means getting a bonus to that roll for a more narrow action.
Since the computer will need to know exactly what those skills are, we will add them more explicitly than
in the rules, but we will only add the minimum to show off the functionality we need.
**EvAdventure Answer**
_Knave_ gives every character a set of six traditional stats: Strength, Intelligence, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Each has a value from +1 to +10. To find its "Defense" value, you add 10.
You have Strength +1. Your Strength-Defense is 10 + 1 = 11
To make a check, say an arm-wrestling challenge you roll a twenty-sided die (d20) and add your stat. You have to roll higher than the opponents defense for that stat.
I have Strength +1, my opponent has a Strength of +2. To beat them in arm wrestling I must roll d20 + 1 and hope to get higher than 12, which is their Strength defense (10 + 2).
If you attack someone you do the same, except you roll against their `Armor` defense. If you rolled higher, you roll for how much damage you do (depends on your weapon).
You can have _advantage_ or _disadvantage_ on a roll. This means rolling 2d20 and picking highest or lowest value.
In Knave, combat is turn-based. In our implementation we'll also play turn-based, but we'll resolve everything _simultaneously_. This changes _Knave_'s feel quite a bit, but is a case where the computer can do things not practical to do when playing around a table.
There are also a few tables we'll need to implement. For example, if you lose all health, there's a one-in-six chance you'll die outright. We'll keep this perma-death aspect, but make it very easy to start a new character and jump back in.
> In this tutorial we will not add opportunities to make use of all of the character stats, making some, like strength, intelligence and dexterity more useful than others. In a full game, one would want to expand so a user can utilize all of their character's strengths.
### Does the flow of time matter in your game - does night and day change? What about seasons?
Most commonly, game-time runs faster than real-world time. There are
a few advantages with this:
- Unlike in a single-player game, you can't fast-forward time in a multiplayer game if you are waiting for
something, like NPC shops opening.
- Unlike in a single-player game, you can't fast-forward time in a multiplayer game if you are waiting for something, like NPC shops opening.
- Healing and other things that we know takes time will go faster while still being reasonably 'realistic'.
The main drawback is for games with slower roleplay pace. While you are having a thoughtful roleplaying scene
over dinner, the game world reports that two days have passed. Having a slower game time than real-time is
a less common, but possible solution for such games.
The main drawback is for games with slower roleplay pace. While you are having a thoughtful roleplaying scene over dinner, the game world reports that two days have passed. Having a slower game time than real-time is a less common, but possible solution for such games.
It is however _not_ recommended to let game-time exactly equal the speed of real time. The reason for this
is that people will join your game from all around the world, and they will often only be able to play at
particular times of their day. With a game-time drifting relative real-time, everyone will eventually be
able to experience both day and night in the game.
It is however _not_ recommended to let game-time exactly equal the speed of real time. The reason for this is that people will join your game from all around the world, and they will often only be able to play at particular times of their day. With a game-time drifting relative real-time, everyone will eventually be able to experience both day and night in the game.
For this tutorial-game we will go with Evennia's default, which is that the game-time runs two times faster
than real time.
**EvAdventure Answer**
The passage of time will have no impact on our particular game example, so we'll go with Evennia's default, which is that the game-time runs two times faster than real time.
### Do you want changing, global weather or should weather just be set manually in roleplay?
A weather system is a good example of a game-global system that affects a subset of game entities
(outdoor rooms). We will not be doing any advanced weather simulation, but we'll show how to do
random weather changes happening across the game world.
A weather system is a good example of a game-global system that affects a subset of game entities (outdoor rooms).
**EvAdventure Answer**
We'll not change the weather, but will add some random messages to echo through
the game world at random intervals just to show the principle.
### Do you want a coded world-economy or just a simple barter system? Or no formal economy at all?
This is a big question and depends on how deep and interconnected the virtual transactions are that are happening in the game. Shop prices could rice and drop due to supply and demand, supply chains could involve crafting and production. One also could consider adding money sinks and manipulate the in-game market to combat inflation.
We will allow for money and barter/trade between NPCs/Players and Player/Player, but will not care about
inflation. A real economic simulation could do things like modify shop prices based on supply and demand.
We will not go down that rabbit hole.
The [Barter](../../../Contribs/Contrib-Barter.md) contrib provides a full interface for trading with another player in a safe way.
**EvAdventure Answer**
We will not deal with any of this complexity. We will allow for players to buy from npc sellers and players will be able to trade using the normal `give` command.
### Do you have concepts like reputation and influence?
These are useful things for a more social-interaction heavy game. We will not include them for this
tutorial however.
These are useful things for a more social-interaction heavy game.
**EvAdventure Answer**
We will not include them for this tutorial. Adding the Barter contrib is simple though.
### Will your characters be known by their name or only by their physical appearance?
This is a common thing in RP-heavy games. Others will only see you as "The tall woman" until you
introduce yourself and they 'recognize' you with a name. Linked to this is the concept of more complex
emoting and posing.
This is a common thing in RP-heavy games. Others will only see you as "The tall woman" until you introduce yourself and they 'recognize' you with a name. Linked to this is the concept of more complex emoting and posing.
Adding such a system from scratch is complex and way beyond the scope of this tutorial. However,
there is an existing Evennia contrib that adds all of this functionality and more, so we will
include that and explain briefly how it works.
Implementing such a system is not trivial, but the [RPsystem](../../../Contribs/Contrib-RPSystem.md) Evennia contrib offers a ready system with everything needed for free emoting, recognizing people by their appearance and more.
**EvAdventure Answer**
We will not use any special RP systems for this tutorial. Adding the RPSystem contrib is a good extra expansion though!
## Rooms
### Is a simple room description enough or should the description be able to change?
Changing room descriptions for day and night, winder and summer is actually quite easy to do, but looks
very impressive. We happen to know there is also a contrib that helps with this, so we'll show how to
include that.
Changing room descriptions for day and night, winder and summer is actually quite easy to do, but looks very impressive. We happen to know there is also a contrib that helps with this, so we'll show how to include that.
There is an [Extended Room](../../../Contribs/Contrib-Extended-Room.md) contrib that adds a Room type that is aware of the time-of-day as well as seasonal variations.
**EvAdventure Answer**
We will stick to a normal room in this tutorial and let the world be in a perpetual daylight. Making Rooms into ExtendedRooms is not hard though.
### Should the room have different statuses?
We will have different weather in outdoor rooms, but this will not have any gameplay effect - bow strings
will not get wet and fireballs will not fizzle if it rains.
One could picture weather making outdoor rooms wet, cold or burnt. In rain, bow strings could get wet and fireballs fizz out. In a hot room, characters could require drinking more water, or even take damage if not finding shelter.
**EvAdventure Answer**
For the above-ground we need to be able to disable combat all rooms except for the PvP location. We also need to consider how to auto-generate the rooms under ground. So we probably will need some statuses to control that.
Since each room under ground should present some sort of challenge, we may need a few different room types different from the above-ground Rooms.
### Can objects be hidden in the room? Can a person hide in the room?
This ties into if you have hide/stealth mechanics. Maybe you could evesdrop or attack out of hiding.
**EvAdventure Answer**
We will not model hiding and stealth. This will be a game of honorable face-to-face conflict.
## Objects
### How numerous are your objects? Do you want large loot-lists or are objects just role playing props?
Since we are not going for a pure freeform RPG here, we will want objects with properties, like weapons
and potions and such. Monsters should drop loot even though our list of objects will not be huge.
This also depends on the type of game. In a pure freeform RPG, most objects may be 'imaginary' and just appearing in fiction. If the game is more coded, you want objects with properties that the computer can measure, track and calculate. In many roleplaying-heavy games, you find a mixture of the two, with players imagining items for roleplaying scenes, but only using 'real' objects to resolve conflicts.
**EvAdventure Answer**
We will want objects with properties, like weapons and potions and such. Monsters should drop loot even though our list of objects will not be huge in this example game.
### Is each coin a separate object or do you just store a bank account value?
Since we will use bartering, placing coin objects on one side of the barter makes for a simple way to
handle payments. So we will use coins as-objects.
The advantage of having multiple items is that it can be more immersive. The drawback is that it's also very fiddly to deal with individual coins, especially if you have to deal with different currencies.
### Do multiple similar objects form stacks and how are those stacks handled in that case?
**EvAdventure Answer**
Since we'll use coins, it's practical to have them and other items stack together. While Evennia does not
do this natively, we will make use of a contrib for this.
_Knave_ uses the "copper" as the base coin and so will we. Knave considers the weight of coin and one inventory "slot" can hold 100 coins. So we'll implement a "coin item" to represent many coins.
### Do multiple similar objects form stack and how are those stacks handled in that case?
If you drop two identical apples on the ground, Evennia will default to show this in the room as "two apples", but this is just a visual effect - there are still two apple-objects in the room. One could picture instead merging the two into a single object "X nr of apples" when you drop the apples.
**EvAdventure Answer**
We will keep Evennia's default.
### Does an object have weight or volume (so you cannot carry an infinite amount of them)?
Limiting carrying weight is one way to stop players from hoarding. It also makes it more important
for players to pick only the equipment they need. Carrying limits can easily come across as
annoying to players though, so one needs to be careful with it.
Limiting carrying weight is one way to stop players from hoarding. It also makes it more important for players to pick only the equipment they need. Carrying limits can easily come across as annoying to players though, so one needs to be careful with it.
Open Adventure rules include weight limits, so we will include them.
**EvAdventure Answer**
_Knave_ limits your inventory to `Constitution + 10` "slots", where most items take up one slot and some large things, like armor, uses two. Small items (like rings) can fit 2-10 per slot and you can fit 100 coins in a slot. This is an important game mechanic to limit players from hoarding. Especially since you need coin to level up.
### Can objects be broken? Can they be repaired?
Item breakage is very useful for a game economy; breaking weapons adds tactical considerations (if it's not
too common, then it becomes annoying) and repairing things gives work for crafting players.
Item breakage is very useful for a game economy; breaking weapons adds tactical considerations (if it's not too common, then it becomes annoying) and repairing things gives work for crafting players.
We wanted a crafting system, so this is what we will limit it to - repairing items using some sort
of raw materials.
**EvAdventure Answer**
In _Knave_, items will break if you make a critical failure on using them (rolls a native 1 on d20). This means they lose a level of `quality` and once at 0, it's unusable. We will not allow players to repair, but we could allow merchants to repair items for a fee.
### Can you fight with a chair or a flower or must you use a special 'weapon' kind of thing?
Traditionally, only 'weapons' could be used to fight with. In the past this was a useful
simplification, but with Python classes and inheritance, it's not actually more work to just
let all items in game work as a weapon in a pinch.
simplification, but with Python classes and inheritance, it's not actually more work to just let all items in game work as a weapon in a pinch.
So for our game we will let a character use any item they want as a weapon. The difference will
be that non-weapon items will do less damage and also break and become unusable much quicker.
**EvAdventure Answer**
Since _Knave_ deals with weapon lists and positions where items can be wielded, we will have a separate "Weapon" class for everything you can use for fighting. So, you won't be able to fight with a chair (unless we make it a weapon-inherited chair).
### Will characters be able to craft new objects?
Crafting is a common feature in multiplayer games. In code it usually means using a skill-check
to combine base ingredients from a fixed recipe in order to create a new item. The classic
example is to combine _leather straps_, a _hilt_, a _pommel_ and a _blade_ to make a new _sword_.
A full-fledged crafting system could require multiple levels of crafting, including having to mine
for ore or cut down trees for wood.
Crafting is a common feature in multiplayer games. In code it usually means using a skill-check to combine base ingredients from a fixed recipe in order to create a new item. The classic example is to combine _leather straps_, a _hilt_, a _pommel_ and a _blade_ to make a new _sword_.
In our case we will limit our crafting to repairing broken items. To show how it's done, we will require
extra items (a recipe) in order to facilitate the repairs.
A full-fledged crafting system could require multiple levels of crafting, including having to mine for ore or cut down trees for wood.
Evennia's [Crafting](../../../Contribs/Contrib-Crafting.md) contrib adds a full crafting system to any game. It's based on [Tags](../../../Components/Tags.md), meaning that pretty much any object can be made usable for crafting, even used in an unexpected way.
**EvAdventure Answer**
In our case we will not add any crafting in order to limit the scope of our game. Maybe NPCs will be able to repair items - for a cost?
### Should mobs/NPCs have some sort of AI?
A rule of adding Artificial Intelligence is that with today's technology you should not hope to fool
anyone with it anytime soon. Unless you have a side-gig as an AI researcher, users will likely
not notice any practical difference between a simple state-machine and you spending a lot of time learning
As a rule, you should not hope to fool anyone into thinking your AI is actually intelligent. The best you will be able to do is to give interesting results and unless you have a side-gig as an AI researcher, users will likely not notice any practical difference between a simple state-machine and you spending a lot of time learning
how to train a neural net.
For this tutorial, we will show how to add a simple state-machine for monsters. NPCs will only be
shop-keepers and quest-gives so they won't need any real AI to speak of.
**EvAdventure Answer**
For this tutorial, we will show how to add a simple state-machine AI for monsters. NPCs will only be shop-keepers and quest-gives so they won't need any real AI to speak of.
### Are NPCs and mobs different entities? How do they differ?
"Mobs" or "mobiles" are things that move around. This is traditionally monsters you can fight with, but could
also be city guards or the baker going to chat with the neighbor. Back in the day, they were often fundamentally
different these days it's often easier to just make NPCs and mobs essentially the same thing.
"Mobs" or "mobiles" are things that move around. This is traditionally monsters you can fight with, but could also be city guards or the baker going to chat with the neighbor. Back in the day, they were often fundamentally different these days it's often easier to just make NPCs and mobs essentially the same thing.
In EvAdventure, both Monsters and NPCs will be the same type of thing; A monster could give you a quest
and an NPC might fight you as a mob as well as trade with you.
**EvAdventure Answer**
In EvAdventure, Monsters and NPCs do very different things, so they will be different classes, sharing some code where possible.
### _Should there be NPCs giving quests? If so, how do you track Quest status?
We will design a simple quest system to track the status of ongoing quests.
Quests are a staple of many classic RPGs.
**EvAdventure Answer**
We will design a simple quest system with some simple conditions for success, like carrying the right item or items back to the quest giver.
## Characters
### Can players have more than one Character active at a time or are they allowed to multi-play?
Since Evennia differentiates between `Sessions` (the client-connection to the game), `Accounts`
and `Character`s, it natively supports multi-play. This is controlled by the `MULTISESSION_MODE`
setting, which has a value from `0` (default) to `3`.
Since Evennia differentiates between `Sessions` (the client-connection to the game), `Accounts` and `Character`s, it natively supports multi-play. This is controlled by the `MULTISESSION_MODE` setting, which has a value from `0` (default) to `3`.
- `0`- One Character per Account and one Session per Account. This means that if you login to the same
account from another client you'll be disconnected from the first. When creating a new account, a Character
@ -306,31 +342,33 @@ setting, which has a value from `0` (default) to `3`.
- `3` - Multiple Characters per Account, Multiple Sessions per Character. This is like mode 2, except players
can control each Character from multiple clients, seeing the same output from each Character.
We will go with a multi-role game, so we will use `MULTISESSION_MODE=3` for this tutorial.
**EvAdventure Answer**
Due to the nature of _Knave_, characters are squishy and probably short-lived. So it makes little sense to keep a stable of them. We'll use use mode 0 or 1.
### How does the character-generation work?
There are a few common ways to do character generation:
- Rooms. This is the traditional way. Each room's description tells you what command to use to modify
your character. When you are done you move to the next room. Only use this if you have another reason for
using a room, like having a training dummy to test skills on, for example.
- A Menu. The Evennia _EvMenu_ system allows you to code very flexible in-game menus without needing to walk
between rooms. You can both have a step-by-step menu (a 'wizard') or allow the user to jump between the
- Rooms. This is the traditional way. Each room's description tells you what command to use to modify your character. When you are done you move to the next room. Only use this if you have another reason for using a room, like having a training dummy to test skills on, for example.
- A Menu. The Evennia _EvMenu_ system allows you to code very flexible in-game menus without needing to walk between rooms. You can both have a step-by-step menu (a 'wizard') or allow the user to jump between the
steps as they please. This tends to be a lot easier for newcomers to understand since it doesn't require
using custom commands they will likely never use again after this.
- Questions. A fun way to build a character is to answer a series of questions. This is usually implemented
with a sequential menu.
- Questions. A fun way to build a character is to answer a series of questions. This is usually implemented with a sequential menu.
For the tutorial we will use a menu to let the user modify each section of their character sheet in any order
until they are happy.
**EvAdventure Answer**
Knave randomizes almost aspects of the Character generation. We'll use a menu to let the player add their name and sex as well as do the minor re-assignment of stats allowed by the rules.
### How do you implement different "classes" or "races"?
The way classes and races work in most RPGs (as well as in OpenAdventure) is that they act as static 'templates'
that inform which bonuses and special abilities you have. This means that all we need to store on the
Character is _which_ class and _which_ race they have; the actual logic can sit in Python code and just
be looked up when we need it.
The way classes and races work in most RPGs is that they act as static 'templates' that inform which bonuses and special abilities you have. Much of this only comes into play during character generation or when leveling up.
Often all we need to store on the Character is _which_ class and _which_ race they have; the actual logic can sit in Python code and just be looked up when we need it.
**EvAdventure Answer**
There are no races and no classes in _Knave_. Every character is a human.
### If a Character can hide in a room, what skill will decide if they are detected?
@ -342,14 +380,15 @@ Hiding means a few things.
find the person (probably based on skill checks).
- The room will also need to be involved, maybe with some modifier as to how easy it is to hide in the room.
We will _not_ be including a hide-mechanic in EvAdventure though.
**EvAdventure Answer**
We will not be including a hide-mechanic in EvAdventure.
### What does the skill tree look like? Can a Character gain experience to improve? By killing enemies? Solving quests? By roleplaying?
Gaining experience points (XP) and improving one's character is a staple of roleplaying games. There are many
ways to implement this:
- Gaining XP from kills is very common; it's easy to let a monster be 'worth' a certain number of XP and it's
easy to tell when you should gain it.
- Gaining XP from kills is very common; it's easy to let a monster be 'worth' a certain number of XP and it's easy to tell when you should gain it.
- Gaining XP from quests is the same - each quest is 'worth' XP and you get them when completing the test.
- Gaining XP from roleplay is harder to define. Different games have tried a lot of different ways to do this:
- XP from being online - just being online gains you XP. This inflates player numbers but many players may
@ -361,20 +400,20 @@ ways to implement this:
- XP from fails - you only gain XP when failing rolls.
- XP from other players - other players can award you XP for good RP.
For EvAdventure we will use Open Adventure's rules for XP, which will be driven by kills and quest successes.
**EvAdventure Answer**
We will use an alternative rule in _Knave_, where Characters gain XP by spending coins they carry back from their adventures. The above-ground merchants will allow you to spend your coins and exchange them for XP 1:1. Each level costs 1000 coins. Every level you have `1d8 * new level` (minimum what you had before + 1) HP, and can raise 3 different ability scores by 1 (max +10). There are no skills in _Knave_, but the principle of increasing them would be the same.
### May player-characters attack each other (PvP)?
Deciding this affects the style of your entire game. PvP makes for exciting gameplay but it opens a whole new
can of worms when it comes to "fairness". Players will usually accept dying to an overpowered NPC dragon. They
will not be as accepting if they perceive another player is perceived as being overpowered. PvP means that you
have to be very careful to balance the game - all characters does not have to be exactly equal but they should
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
a political game or gaining market share when selling their crafted merchandise.
Deciding this affects the style of your entire game. PvP makes for exciting gameplay but it opens a whole new can of worms when it comes to "fairness". Players will usually accept dying to an overpowered NPC dragon. They will not be as accepting if they perceive another player as being overpowered. PvP means that you
have to be very careful to balance the game - all characters does not have to be exactly equal but they should all be viable to play a fun game with.
For the EvAdventure we will support both Player-vs-environment combat and turn-based PvP. We will allow players
to barter with each other (so potentially scam others?) but that's the extent of it. We will focus on showing
off techniques and will not focus on making a balanced game.
PvP does not only mean combat though. Players can compete in all sorts of ways, including gaining influence in a political game or gaining market share when selling their crafted merchandise.
**EvAdventure Answer**
We will allow PvP only in one place - a special Dueling location where players can play-fight each other for training and prestige, but not actually get killed. Otherwise no PvP will be allowed. Note that without a full Barter system in place (just regular `give`, it makes it theoretically easier for players to scam one another.
### What are the penalties of defeat? Permanent death? Quick respawn? Time in prison?
@ -392,8 +431,7 @@ Perma-death means that once your character dies, it's gone and you have to make
Perma-death comes with some severe disadvantages however.
- It's impopular. Many players will just not play a game where they risk losing their beloved character
just like that.
- It's impopular. Many players will just not play a game where they risk losing their beloved character just like that.
- Many players say they like the _idea_ of permadeath except when it could happen to them.
- It can limit roleplaying freedom and make people refuse to take any risks.
- It may make players even more reluctant to play conflict-driving 'bad guys'.
@ -403,23 +441,20 @@ Perma-death comes with some severe disadvantages however.
For these reasons, it's very common to do hybrid systems. Some tried variations:
- NPCs cannot kill you, only other players can.
- Death is permanent, but it's difficult to actually die - you are much more likely to end up being severely
hurt/incapacitated.
- Death is permanent, but it's difficult to actually die - you are much more likely to end up being severely hurt/incapacitated.
- You can pre-pay 'insurance' to magically/technologically avoid actually dying. Only if don't have insurance will
you die permanently.
- Death just means harsh penalties, not actual death.
- When you die you can fight your way back to life from some sort of afterlife.
- You'll only die permanently if you as a player explicitly allows it.
For our tutorial-game we will not be messing with perma-death; instead your defeat will mean you will re-spawn
back at your home location with a fraction of your health.
**EvAdventure Answer**
In _Knave_, when you hit 0 HP, you roll on a death table, with a 1/6 chance of immediate death (otherwise you lose points in a random stat). We will offer an "Insurance" that allows you to resurrect if you carry enough coin on you when you die. If not, you are perma-dead and have to create a new character (which is easy and quick since it's mostly randomized).
## Conclusions
Going through the questions has helped us get a little bit more of a feel for the game we want to do. There are
many other things we could ask ourselves, but if we can cover these points we will be a good way towards a complete,
Going through the questions has helped us get a little bit more of a feel for the game we want to do. There are many, many other things we could ask ourselves, but if we can cover these points we will be a good way towards a complete,
playable game!
Before starting to code in earnest a good coder should always do an inventory of all the stuff they _don't_ need
to code themselves. So in the next lesson we will check out what help we have from Evennia's _contribs_.
In the last of these planning lessons we'll sketch out how these ideas will map to Evennia.