localhost, port
-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.
-
-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!
-
-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.
-
-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 extensive documentation,
-all in order to to help you get productive in Evennia with less fuss.
+
+ -
+ A toolbox and framework: 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.
+
+ -
+ Game agnostic: Evennia does not prescribe a genre, game
+ rules, skills, classes, combat system or other things that will be specific
+ for your game anyway.
+
+ -
+ Optionally a little less unique: 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.
+
-
+ What we do: 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.
+
+ -
+ Modern workflow: 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.
+
+ A lot of help: Evennia's code is heavily documented should
+ you want to dive in. We have also spent a lot of time on our extensive documentation. Finally, our
+ active and friendly developer community is always there to help you if you
+ get stuck!
+
+
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.
+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.
Here are some of the default resources and tools available out of the box:
- Classes for persistent objects, exits, rooms and characters.
- - Separation between character and their accounts (multi-character play, if desired)
- - In-game channels and chats (including linking to external chat channels)
-
- About 90 commands for administration, building, chatting, basic roleplay etc
- - Available commands and even their function can vary with circumstance and game state
- - Delays, tickers, timers (fully asynchronous, no threading so no risk of race conditions)
- - In-game menu-creation system
- - Prototype system, for making variations of objects (like monsters or items) without new classes
- - Lock and access mini-language for very flexible access control
- - Tutorial-world with examples
- - Easy storage of custom data on all game objects
- - Search, creation, and a large number of coding utilities
- - A
contrib/ folder with optional full systems and shorter snippets
+ - Separation between character and their accounts (multi-character play, if desired).
+ - In-game channels and chats (including linking to external chat channels).
+
- Some 90 commands for administration, building, chatting, basic roleplay etc.
+ - Available commands and even their function can vary with circumstance and game state.
+ - Delays, tickers, timers (fully asynchronous, no threading so no risk of race conditions).
+ - In-game menu-creation system.
+ - Prototype system, for making variations of objects (like monsters or items) without new classes.
+ - Lock and access mini-language for very flexible access control.
+ - Tutorial-world with examples.
+ - Easy storage of custom data on all game objects.
+ - Search, creation, and a large number of coding utilities.
+ - A
contrib/ folder with optional full systems and shorter snippets.
-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.
-
-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.
-
Some server features
- HTML5 webclient (websocket with ajax/comet fallback)
- - Telnet, Telnet+SSL, SSH
- Website via own webserver (HTTP, HTTPS with external proxy)
- - Game channels links to IRC, Grapevine
- - RSS feed, Twitter feed (with snippet from docs)
- - Different databases supported via Django: Sqlite3, PostgreSQL, MySQL ...
- - MUD-specific telnet protocols supported:
-
+ - Telnet, Telnet+SSL, SSH
+ - MUD-specific telnet protocols (Webclient uses custom JSON protocol instead):
+
- GMCP and MSDP out-of-band protocols
- MXP (inline links only)
- ANSI and XTerm256 color support
- MSSP status for websites tracking MUDs
- NAWS, TTYPE, MCCP etc ...
-
- - Based on Django and Twisted, both well-supported and hardened Python projects
-
- Asynchronous, event-driven architecture without risk of race-conditions
-
- Reload server without disconnecting players
- - Extendable protocols for adding custom integrations
+
+ - In-Game channels can link to IRC, Grapevine
+ - RSS feed, Twitter feed (with snippet from docs)
+ - Different databases supported via Django: Sqlite3, PostgreSQL, MySQL ...
+ - Based on Django and Twisted, both well-supported and hardened Python projects
+
- Asynchronous, event-driven architecture without risk of race-conditions
+
- Reload server without disconnecting players
+ - Extendable protocols for adding custom integrations
diff --git a/stylesheets/styles.css b/stylesheets/styles.css
index 6be18ccf67..df097dc07a 100644
--- a/stylesheets/styles.css
+++ b/stylesheets/styles.css
@@ -101,6 +101,7 @@ em {
strong {
font-weight:700;
+ font-style: italic;
}
ul {