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Wrote introduction to tutorial-game coding section
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# Planning our tutorial game
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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 _need_ 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.
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- We want a small game we can play ourselves for fun, but which could in principle be expanded
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- To have something to refer to rather than just saying "our tutorial game" over and over, we'll
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name it ... _EvAdventure_.
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- 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.
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- Let's go with a fantasy theme, it's well understood.
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- We'll use some existing, simple RPG system.
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@ -16,7 +19,7 @@ But this makes for good, instructive examples.
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- 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.
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- We want monsters to fight and NPCs we can talk to. So some sort of AI.
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- We want to be able to buy and sell stuff.
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- We want to be able to buy and sell stuff, both with NPCs and other players.
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- We want some sort of crafting system.
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- We want some sort of quest system.
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@ -26,10 +29,23 @@ Let's answer the questions from the previous lesson and discuss some of the poss
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#### Should your game rules be enforced by coded systems by human game masters?
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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.
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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.
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We want our tutorial game to work without human Game masters.
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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.
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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.
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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.
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#### What is the staff hierarchy in your game? Is vanilla Evennia roles enough or do you need something else?
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@ -67,7 +83,7 @@ _Bulletin boards_ are a sort of in-game forum where posts are made publicly or p
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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.
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In this tutorial game we will just use the default inter-account channels. We will also not be implementing any
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In EvAdventure we will just use the default inter-account channels. We will also not be implementing any
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bulletin boards.
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### Building
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@ -265,7 +281,7 @@ shop-keepers and quest-gives so they won't need any real AI to speak of.
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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.
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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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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.
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#### _Should there be NPCs giving quests? If so, how do you track Quest status?
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@ -329,7 +345,7 @@ Hiding means a few things.
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find the person (probably based on skill checks).
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- The room will also need to be involved, maybe with some modifier as to how easy it is to hide in the room.
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We will _not_ be including a hide-mechanic in our tutorial game though.
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We will _not_ be including a hide-mechanic in EvAdventure though.
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#### 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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@ -348,7 +364,7 @@ ways to implement this:
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- XP from fails - you only gain XP when failing rolls.
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- XP from other players - other players can award you XP for good RP.
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For our tutorial game we will use Open Adventure's rules for XP, which will be driven by kills and quest successes.
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For EvAdventure we will use Open Adventure's rules for XP, which will be driven by kills and quest successes.
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#### May player-characters attack each other (PvP)?
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@ -359,7 +375,7 @@ have to be very careful to balance the game - all characters does not have to be
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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.
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For the tutorial game we will support both Player-vs-environment combat and turn-based PvP. We will allow players
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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.
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@ -13,7 +13,22 @@
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Part 5: `Showing the world <./Starting-Part5.html>`_
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Taking our new game online and let players try it out
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```
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In part three of the Evennia Starting tutorial we will go through the creation of several key parts
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of our tutorial game _EvAdventure_. As we go, we will test each part and create a simple "tech demo" to
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show off all the moving parts.
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Now that we have a good idea of what we want, we need to actually implement it. In part three of the
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Starting tutorial will go through the creation of several key parts of our game. As we go, we will
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test each part and create a simple "tech demo" to show off all the moving parts.
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1. [Changing settings](../../../Unimplemented)
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1. [Applying contribs](../../../Unimplemented)
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1. [Creating a rule module](../../../Unimplemented)
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1. [Tweaking the base Typeclasses](../../../Unimplemented)
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1. [Character creation menu](../../../Unimplemented)
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1. [Wearing armor and wielding weapons](../../../Unimplemented)
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1. [Two types of combat](../../../Unimplemented)
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1. [Monsters and AI](../../../Unimplemented)
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1. [Questing and rewards](../../../Unimplemented)
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1. [Overview of Tech demo](../../../Unimplemented)
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If you followed the previous parts of this tutorial you will have some notions about Python and where to find
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and make use of things in Evennia. We also have a good idea of the type of game we want.
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Even if this is not the game-style you are interested in, following along will give you a lot of experience
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with using Evennia. This be of much use when doing your own thing later.
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@ -16,4 +16,5 @@
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You have a working game! In part five we will look at the web-components of Evennia and how to modify them
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to fit your game. We will also look at hosting your game and if you feel up to it we'll also go through how
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to bring your game online so you can invite your first players.
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to bring your game online so you can invite your first players.
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