Shorten main text a lot

This commit is contained in:
Griatch 2020-10-31 18:53:53 +01:00
parent f38ef9a9b8
commit ee5b2eb7d3
2 changed files with 69 additions and 59 deletions

View file

@ -83,11 +83,10 @@ technologies and tools.</p>
<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. Apart from Evennia's
tutorial-world it also has a few extra places 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>
<a href="https://demo.evennia.com">https://demo.evennia.com</a> hosts an
almost default Evennia server with some extra examples. Use it to get a taste for
what's possible. You can also send questions to our support channel directly
from inside the demo!</p>
<h2>
<a name="installation" class="anchor"
@ -126,26 +125,43 @@ connect to it with a traditional third-party MUD client on <code>localhost, port
<img class="img floatleft" src="images/inkwell.png" alt="Inkwell">
<p>Evennia aims to take care of all the gritty networking, database-handling
and other boring details that all MU*s 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>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>
<ul>
<li>
<strong>A toolbox and framework:</strong> Evennia is intended for game developers
who want to make a game uniquely theirs. But it's also easy enough to be a
popular tool for quick game prototyping and for those who want an
educational project for learning Python.
</li>
<li>
<strong>Game agnostic:</strong> Evennia does not prescribe a genre, game
rules, skills, classes, combat system or other things that will be specific
for your game anyway.
</li>
<li>
<strong>Optionally a little less unique:</strong> We have a growing library of
commonly needed code-snippets and bigger game systems that you can choose to
build from, copy or be inspired by.
<li>
<strong>What we do:</strong> Evennia takes care of all the gritty
networking, database-handling and other boring details that all online
games need. The idea is to allow you, the game developer, to focus on
designing your game's systems and content.
</li>
<li>
<strong>Modern workflow:</strong> Coding in Evennia is primarily done by
normal Python modules and classes, 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. For experienced developers, not relying
on some custom in-game scripting language means you can use modern
development tools, version control and workflows.
</li>
<strong>A lot of help:</strong> Evennia's code is heavily documented should
you want to dive in. We have also spent a lot of time on our <a
href="docs/latest/index.html">extensive documentation</a>. Finally, our
active and friendly developer community is always there to help you if you
get stuck!
</li>
</ul>
<h2><a name="default-content" class="anchor"
@ -153,61 +169,54 @@ all in order to to help you get productive in Evennia with less fuss.</p>
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>
empty! Out of the box you get a 'talker'-style game with basic functionality:
You can create rooms and items, pick up stuff, talk to people, walk around, do
light roleplay with emotes ... this starting point is easy to extend or
completely replace as you prefer.</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>A <code>contrib/</code> folder with optional full systems and shorter snippets</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>Some 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>A <code>contrib/</code> folder with optional full systems and shorter snippets.</li>
</ul>
<img class="img floatright" src="images/dice.png" alt="Dice">
<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>
<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>
<h2><a name="some server features" class="anchor"
href="#some-server-features"><span class="octicon
octicon-link"></span></a>Some server features</h2>
<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>Telnet, Telnet+SSL, SSH</li>
<li>MUD-specific telnet protocols (Webclient uses custom JSON protocol instead):
<ul style="margin-bottom:0px;">
<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></li>
<li>In-Game channels can link 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>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>

View file

@ -101,6 +101,7 @@ em {
strong {
font-weight:700;
font-style: italic;
}
ul {