A brief explanation of what MUSH softcode is and why we use Python instead. On MUX and Softcode: A brief overview ===================================== Evennia was originally created in order to provide a MUX/MUSH-style development environment without the kludgery of softcode. Although it has since grown to be adaptable to any style of MU``*`` it still ships with 'MUX-like' default commands. This document will provide a quick overview of what softcode is, why it drove us to write Evennia, and why we instead use Python. Softcode is a very simple programming language that was created for in-game development on TinyMUD derivatives such as MUX, PennMUSH, TinyMUSH, and RhostMUSH. The idea is that by providing a stripped down, minimalistic language for in-game use, you can allow quick and easy building and game development to happen without having to learn C/C++. There is an added benefit of not having to have to hand out shell access to all developers, and permissions can be used to alleviate many security problems. Writing and installing softcode is done through a MUD client. As is such, it is not a formatted language. Each softcode function is a single line of varying size. Some functions can be a half of a page long due to this, which is obviously not very readable. The lack of formatting is one of the big reasons Evennia exists today. Bigger projects tend to choke under their own weight after time unless your entire staff has a good understanding of functional programming practices. Examples of Softcode -------------------- Here is a simple 'Hello World!' command: :: @set me=HELLO_WORLD.C:$hello:@pemit %#=Hello World! Pasting this into a MUX/MUSH and typing 'hello' will theoretically yield 'Hello World!', assuming certain flags are not set on your player object. Setting attributes is done via ``@set``. Softcode also allows the use of the ampersand (``&``) symbol. This shorter version looks like this: :: &HELLO_WORLD.C me=$hello:@pemit %#=Hello World! Perhaps I want to break the Hello World into an attribute which is retrieved when emitting: :: &HELLO_VALUE.D me=Hello World &HELLO_WORLD.C me=$hello:@pemit %#=[v(HELLO_VALUE.D)] The v() function returns the HELLO\_VALUE.D attribute on the object that the command resides (``me``, which is yourself in this case). This should yield the same output as the first example. If you are still curious about how Softcode works, take a look at some external resources: - http://www.tinymux.com/wiki/index.php/Softcode - http://www.duh.com/discordia/mushman/man2x1 Problems with Softcode ---------------------- Softcode is excellent at what it was intended for: simple things. It is an incredible tool if used for its intended purposes - an interactive object, a room with ambiance, simple global commands, simple economies and coded systems. However, once you start to try to write something like a complex combat system or a higher end economy, you're likely to find yourself buried under a mountain of functions that span various objects and are of various length. Not to mention, softcode is not an inherently fast language. It is not compiled, it is parsed with each calling of a function. While MUX and MUSH parsers have jumped light years ahead of where they were even seven or eight years ago, they can still stutter under the weight of the more complex systems if not designed properly. Changing Times -------------- Now that starting text-based games is easy and an option for even the most technically inarticulate, new projects are a dime a dozen. People are starting new MUDs every day with varying levels of commitment and ability. Because of this shift from fewer, larger, well-staffed games to a bunch of small, one or two developer games, some of the benefit of softcode fades. Softcode is great in that it allows a mid to large sized staff all work on the same game without stepping on one another's toes. As mentioned before, shell access is not necessary to develop a MUX or a MUSH. However, now that we are seeing a lot more small, one or two-man shops, the issue of shell access and stepping on each other's toes is a lot less. Our Solution ============ For the hobbyist who would like the option to use a full-featured language, we created Evennia. We are no longer bound to single lines of softcode. Game developers now have access to the entire library of Python modules out there in the wild. Our complex systems may be organized neatly into modules, sub-modules, or even broken out into entire Python packages. So what is *not* included in Evennia is a MUX/MOO-like online player building system. Advanced coding and building in Evennia is primarily intended to be done outside the game, in full-fledged Python modules. We feel that with a small development team you are better off using a professional source-control system (svn, git, bazaar, mercurial etc) anyway. There is of course nothing stopping you from adding very advanced online building commands to Evennia (or even re-implement MUX' softcode in Python should you be very ambitious), but at this time this is not something planned to come with he core distribution.