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Shorten main text a lot
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index.html
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index.html
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@ -83,11 +83,10 @@ technologies and tools.</p>
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<img class="img floatright" src="images/book.png" alt="Book">
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<p>
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<a href="https://demo.evennia.com">https://demo.evennia.com</a> sports an
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almost vanilla install of a default Evennia server. Apart from Evennia's
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tutorial-world it also has a few extra places to experience and try out. Use it
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to get a taste for what's possible. You can also ask questions in our support
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channel directly from inside the demo!</p>
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<a href="https://demo.evennia.com">https://demo.evennia.com</a> hosts an
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almost default Evennia server with some extra examples. Use it to get a taste for
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what's possible. You can also send questions to our support channel directly
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from inside the demo!</p>
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<h2>
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<a name="installation" class="anchor"
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@ -126,26 +125,43 @@ connect to it with a traditional third-party MUD client on <code>localhost, port
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<img class="img floatleft" src="images/inkwell.png" alt="Inkwell">
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<p>Evennia aims to take care of all the gritty networking, database-handling
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and other boring details that all MU*s games need. The idea is to allow you,
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the game developer, to concentrate solely on designing the game systems. We try
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to get out of your way as much as possible.</p>
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<p>Evennia is game-agnostic. So we have no opinions on what style of play or
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genre of game you should make. We don't prescribe any skills, classes, races or
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other things that will be specific for your game anyway. Indeed, people have
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used Evennia for non-MU*s as well - it's very suitable for wild experimenting
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and fast prototyping!</p>
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<p>Some game concepts and systems are more common than others though. For these
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we offer a growing library of optional code-snippets and bigger game systems
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you can build from, copy or be inspired by. These are mostly contributed by our
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very friendly developer community.</p>
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<p>Finally, we have tried to make Evennia's code as readable and
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well-documented as possible, should you need to dive in. We have also
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spent a lot of time on our <a href="docs/latest/index.html">extensive documentation</a>,
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all in order to to help you get productive in Evennia with less fuss.</p>
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<ul>
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<li>
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<strong>A toolbox and framework:</strong> Evennia is intended for game developers
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who want to make a game uniquely theirs. But it's also easy enough to be a
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popular tool for quick game prototyping and for those who want an
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educational project for learning Python.
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</li>
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<li>
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<strong>Game agnostic:</strong> Evennia does not prescribe a genre, game
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rules, skills, classes, combat system or other things that will be specific
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for your game anyway.
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</li>
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<li>
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<strong>Optionally a little less unique:</strong> We have a growing library of
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commonly needed code-snippets and bigger game systems that you can choose to
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build from, copy or be inspired by.
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<li>
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<strong>What we do:</strong> Evennia takes care of all the gritty
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networking, database-handling and other boring details that all online
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games need. The idea is to allow you, the game developer, to focus on
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designing your game's systems and content.
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</li>
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<li>
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<strong>Modern workflow:</strong> Coding in Evennia is primarily done by
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normal Python modules and classes, making the codebase extremely flexible -
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you don't tweak the library itself, you just override the defaults and tell
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Evennia where to find your changes. For experienced developers, not relying
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on some custom in-game scripting language means you can use modern
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development tools, version control and workflows.
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</li>
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<strong>A lot of help:</strong> Evennia's code is heavily documented should
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you want to dive in. We have also spent a lot of time on our <a
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href="docs/latest/index.html">extensive documentation</a>. Finally, our
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active and friendly developer community is always there to help you if you
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get stuck!
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</li>
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</ul>
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<h2><a name="default-content" class="anchor"
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@ -153,61 +169,54 @@ all in order to to help you get productive in Evennia with less fuss.</p>
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octicon-link"></span></a>Default Content</h2>
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<p>Whereas your Evennia game starts out with no game-specific content, it's not
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empty! Out of the box you get a 'talker'-style game: You can create rooms and
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items, pick up stuff, talk to people, walk around, do light roleplay with
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emotes ... all the base things you expect.</p>
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empty! Out of the box you get a 'talker'-style game with basic functionality:
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You can create rooms and items, pick up stuff, talk to people, walk around, do
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light roleplay with emotes ... this starting point is easy to extend or
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completely replace as you prefer.</p>
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<p>Here are some of the default resources and tools available out of the box:</p>
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<ul>
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<li>Classes for persistent objects, exits, rooms and characters.</li>
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<li>Separation between character and their accounts (multi-character play, if desired)</li>
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<li>In-game channels and chats (including linking to external chat channels)
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<li>About 90 commands for administration, building, chatting, basic roleplay etc</li>
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<li>Available commands and even their function can vary with circumstance and game state</li>
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<li>Delays, tickers, timers (fully asynchronous, no threading so no risk of race conditions)</li>
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<li>In-game menu-creation system</li>
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<li>Prototype system, for making variations of objects (like monsters or items) without new classes</li>
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<li>Lock and access mini-language for very flexible access control</li>
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<li>Tutorial-world with examples</li>
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<li>Easy storage of custom data on all game objects</li>
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<li>Search, creation, and a large number of coding utilities</li>
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<li>A <code>contrib/</code> folder with optional full systems and shorter snippets</li>
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<li>Separation between character and their accounts (multi-character play, if desired).</li>
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<li>In-game channels and chats (including linking to external chat channels).
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<li>Some 90 commands for administration, building, chatting, basic roleplay etc.</li>
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<li>Available commands and even their function can vary with circumstance and game state.</li>
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<li>Delays, tickers, timers (fully asynchronous, no threading so no risk of race conditions).</li>
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<li>In-game menu-creation system.</li>
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<li>Prototype system, for making variations of objects (like monsters or items) without new classes.</li>
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<li>Lock and access mini-language for very flexible access control.</li>
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<li>Tutorial-world with examples.</li>
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<li>Easy storage of custom data on all game objects.</li>
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<li>Search, creation, and a large number of coding utilities.</li>
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<li>A <code>contrib/</code> folder with optional full systems and shorter snippets.</li>
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</ul>
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<img class="img floatright" src="images/dice.png" alt="Dice">
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<p>Coding in Evennia is primarily done by normal Python modules, making the
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codebase extremely flexible - you don't tweak the library itself, you just
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override the defaults and tell Evennia where to find your changes.</p>
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<p>You use Python classes to represent your objects,
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scripts and players. The database layer is mostly abstracted away but if you
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want you can also leverage the full power of Django's mature ORM.</p>
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<h2><a name="some server features" class="anchor"
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href="#some-server-features"><span class="octicon
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octicon-link"></span></a>Some server features</h2>
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<ul>
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<li>HTML5 webclient (websocket with ajax/comet fallback)</li>
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<li>Telnet, Telnet+SSL, SSH</li>
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<li>Website via own webserver (HTTP, HTTPS with external proxy)</li>
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<li>Game channels links to IRC, Grapevine</li>
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<li>RSS feed, Twitter feed (with snippet from docs)</li>
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<li>Different databases supported via Django: Sqlite3, PostgreSQL, MySQL ...</li>
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<li>MUD-specific telnet protocols supported:</li>
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<ul>
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<li>Telnet, Telnet+SSL, SSH</li>
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<li>MUD-specific telnet protocols (Webclient uses custom JSON protocol instead):
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<ul style="margin-bottom:0px;">
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<li>GMCP and MSDP out-of-band protocols</li>
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<li>MXP (inline links only)</li>
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<li>ANSI and XTerm256 color support</li>
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<li>MSSP status for websites tracking MUDs</li>
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<li>NAWS, TTYPE, MCCP etc ...</li>
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</ul>
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<li>Based on Django and Twisted, both well-supported and hardened Python projects</i>
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<li>Asynchronous, event-driven architecture without risk of race-conditions</i>
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<li>Reload server without disconnecting players</li>
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<li>Extendable protocols for adding custom integrations</li>
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</ul></li>
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<li>In-Game channels can link to IRC, Grapevine</li>
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<li>RSS feed, Twitter feed (with snippet from docs)</li>
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<li>Different databases supported via Django: Sqlite3, PostgreSQL, MySQL ...</li>
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<li>Based on Django and Twisted, both well-supported and hardened Python projects</i>
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<li>Asynchronous, event-driven architecture without risk of race-conditions</i>
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<li>Reload server without disconnecting players</li>
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<li>Extendable protocols for adding custom integrations</li>
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</ul>
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@ -101,6 +101,7 @@ em {
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strong {
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font-weight:700;
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font-style: italic;
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}
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ul {
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