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<li class="nav-item nav-item-this"><a href=""><span class="section-number">2. </span>On Planning a Game</a></li>
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<h3><a href="../../../index.html">Table of Contents</a></h3>
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<ul>
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<li><a class="reference internal" href="#">2. On Planning a Game</a><ul>
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<li><a class="reference internal" href="#the-steps">2.1. The steps</a></li>
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<li><a class="reference internal" href="#planning">2.2. Planning</a><ul>
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<li><a class="reference internal" href="#administration">2.2.1. Administration</a></li>
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<li><a class="reference internal" href="#building">2.2.2. Building</a></li>
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<li><a class="reference internal" href="#systems">2.2.3. Systems</a></li>
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<li><a class="reference internal" href="#rooms">2.2.4. Rooms</a></li>
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<li><a class="reference internal" href="#objects-items">2.2.5. Objects / items</a></li>
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<li><a class="reference internal" href="#characters">2.2.6. Characters</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#coding-and-tech-demo">2.3. Coding and Tech demo</a></li>
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<li><a class="reference internal" href="#world-building">2.4. World Building</a></li>
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<li><a class="reference internal" href="#alpha-release">2.5. Alpha Release</a></li>
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<li><a class="reference internal" href="#beta-release-perpetual-beta">2.6. Beta Release/Perpetual Beta</a></li>
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<li><a class="reference internal" href="#congratulate-yourself">2.7. Congratulate yourself!</a></li>
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<li><a class="reference internal" href="#planning-our-tutorial-game">2.8. Planning our tutorial game</a></li>
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</ul>
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</li>
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</ul>
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<h4>Previous topic</h4>
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<p class="topless"><a href="Beginner-Tutorial-Planning-Where-Do-I-Begin.html"
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title="previous chapter"><span class="section-number">1. </span>Where do I begin?</a></p>
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<h4>Next topic</h4>
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<p class="topless"><a href="Beginner-Tutorial-Planning-The-Tutorial-Game.html"
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title="next chapter"><span class="section-number">3. </span>Planning our tutorial game</a></p>
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<section class="tex2jax_ignore mathjax_ignore" id="on-planning-a-game">
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<h1><span class="section-number">2. </span>On Planning a Game<a class="headerlink" href="#on-planning-a-game" title="Permalink to this headline">¶</a></h1>
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<p>Last lesson we asked ourselves some questions about our motivation. In this one we’ll present
|
||
some more technical questions to consider. In the next lesson we’ll answer them for the sake of
|
||
our tutorial game.</p>
|
||
<p>Note that the suggestions on this page are just that - suggestions. Also, they are primarily aimed at a lone
|
||
hobby designer or a small team developing a game in their free time.</p>
|
||
<div class="admonition important">
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||
<p class="admonition-title">Important</p>
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||
<p>Your first all overshadowing goal is to beat the odds and get <strong>something</strong> out the door!
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||
Even if it’s a scaled-down version of your dream game, lacking many “must-have” features!</p>
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||
</div>
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||
<p>Remember: <em>99.99999% of all great game ideas never lead to a game</em>. Especially not to an online
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||
game that people can actually play and enjoy. It’s better to get your game out there and expand on it
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||
later than to code in isolation until you burn out, lose interest or your hard drive crashes.</p>
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||
<ul class="simple">
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||
<li><p>Keep the scope of your initial release down. Way down.</p></li>
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||
<li><p>Start small, with an eye towards expansions later, after first release.</p></li>
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||
<li><p>If the suggestions here seems boring or a chore to you, do it your way instead. Everyone’s different.</p></li>
|
||
<li><p>Keep having <em>fun</em>. You must keep your motivation up, whichever way works for <em>you</em>.</p></li>
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</ul>
|
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<section id="the-steps">
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<h2><span class="section-number">2.1. </span>The steps<a class="headerlink" href="#the-steps" title="Permalink to this headline">¶</a></h2>
|
||
<p>Here are the rough steps towards your goal.</p>
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||
<ol class="simple">
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||
<li><p>Planning</p></li>
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<li><p>Coding + Gradually building a tech-demo</p></li>
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<li><p>Building the actual game world</p></li>
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<li><p>Release</p></li>
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<li><p>Celebrate</p></li>
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</ol>
|
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</section>
|
||
<section id="planning">
|
||
<h2><span class="section-number">2.2. </span>Planning<a class="headerlink" href="#planning" title="Permalink to this headline">¶</a></h2>
|
||
<p>You need to have at least a rough idea about what you want to create. Some like a lot of planning, others
|
||
do it more seat-of-the-pants style. Regardless, while <em>some</em> planning is always good to do, it’s common
|
||
to have your plans change on you as you create your code prototypes. So don’t get <em>too</em> bogged down in
|
||
the details out of the gate.</p>
|
||
<p>Many prospective game developers are very good at <em>parts</em> of this process, namely in defining what their
|
||
world is “about”: The theme, the world concept, cool monsters and so on. Such things are very important. But
|
||
unfortunately, they are not enough to make your game. You need to figure out how to accomplish your ideas in
|
||
Evennia.</p>
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||
<p>Below are some questions to get you going. In the next lesson we will try to answer them for our particular
|
||
tutorial game. There are of course many more questions you could be asking yourself.</p>
|
||
<section id="administration">
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||
<h3><span class="section-number">2.2.1. </span>Administration<a class="headerlink" href="#administration" title="Permalink to this headline">¶</a></h3>
|
||
<ul class="simple">
|
||
<li><p>Should your game rules be enforced by coded systems or by human game masters?</p></li>
|
||
<li><p>What is the staff hierarchy in your game? Is vanilla Evennia roles enough or do you need something else?</p></li>
|
||
<li><p>Should players be able to post out-of-characters on channels and via other means like bulletin-boards?</p></li>
|
||
</ul>
|
||
</section>
|
||
<section id="building">
|
||
<h3><span class="section-number">2.2.2. </span>Building<a class="headerlink" href="#building" title="Permalink to this headline">¶</a></h3>
|
||
<ul class="simple">
|
||
<li><p>How will the world be built? Traditionally (from in-game with build-commands) or externally (by batchcmds/code
|
||
or directly with custom code)?</p></li>
|
||
<li><p>Can only privileged Builders create things or should regular players also have limited build-capability?</p></li>
|
||
</ul>
|
||
</section>
|
||
<section id="systems">
|
||
<h3><span class="section-number">2.2.3. </span>Systems<a class="headerlink" href="#systems" title="Permalink to this headline">¶</a></h3>
|
||
<ul class="simple">
|
||
<li><p>Do you base your game off an existing RPG system or make up your own?</p></li>
|
||
<li><p>What are the game mechanics? How do you decide if an action succeeds or fails?</p></li>
|
||
<li><p>Does the flow of time matter in your game - does night and day change? What about seasons?</p></li>
|
||
<li><p>Do you want changing, global weather or should weather just be set manually in roleplay?</p></li>
|
||
<li><p>Do you want a coded world-economy or just a simple barter system? Or no formal economy at all?</p></li>
|
||
<li><p>Do you have concepts like reputation and influence?</p></li>
|
||
<li><p>Will your characters be known by their name or only by their physical appearance?</p></li>
|
||
</ul>
|
||
</section>
|
||
<section id="rooms">
|
||
<h3><span class="section-number">2.2.4. </span>Rooms<a class="headerlink" href="#rooms" title="Permalink to this headline">¶</a></h3>
|
||
<ul class="simple">
|
||
<li><p>Is a simple room description enough or should the description be able to change (such as with time, by
|
||
light conditions, weather or season)?</p></li>
|
||
<li><p>Should the room have different statuses? Can it have smells, sounds? Can it be affected by
|
||
dramatic weather, fire or magical effects? If so, how would this affect things in the room? Or are
|
||
these things something admins/game masters should handle manually?</p></li>
|
||
<li><p>Can objects be hidden in the room? Can a person hide in the room? How does the room display this?</p></li>
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||
</ul>
|
||
</section>
|
||
<section id="objects-items">
|
||
<h3><span class="section-number">2.2.5. </span>Objects / items<a class="headerlink" href="#objects-items" title="Permalink to this headline">¶</a></h3>
|
||
<ul class="simple">
|
||
<li><p>How numerous are your objects? Do you want large loot-lists or are objects just role playing props
|
||
created on demand?</p></li>
|
||
<li><p>If you use money, is each coin a separate object or do you just store a bank account value?</p></li>
|
||
<li><p>Do multiple similar objects form stacks and how are those stacks handled in that case?</p></li>
|
||
<li><p>Does an object have weight or volume (so you cannot carry an infinite amount of them)?</p></li>
|
||
<li><p>Can objects be broken? Can they be repaired?</p></li>
|
||
<li><p>Can you fight with a chair or a flower or must you use a specific ‘weapon’ kind of thing?</p></li>
|
||
<li><p>Will characters be able to craft new objects?</p></li>
|
||
<li><p>Should mobs/NPCs have some sort of AI?</p></li>
|
||
<li><p>Are NPCs and mobs different entities? How do they differ?</p></li>
|
||
<li><p>Should there be NPCs giving quests? If so, how do you track Quest status?</p></li>
|
||
</ul>
|
||
</section>
|
||
<section id="characters">
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<h3><span class="section-number">2.2.6. </span>Characters<a class="headerlink" href="#characters" title="Permalink to this headline">¶</a></h3>
|
||
<ul class="simple">
|
||
<li><p>Can players have more than one Character active at a time or are they allowed to multi-play?</p></li>
|
||
<li><p>How does the character-generation work? Walk from room-to-room? A menu?</p></li>
|
||
<li><p>How do you implement different “classes” or “races”? Are they separate types of objects or do you
|
||
simply load different stats on a basic object depending on what the Player wants?</p></li>
|
||
<li><p>If a Character can hide in a room, what skill will decide if they are detected?</p></li>
|
||
<li><p>What does the skill tree look like? Can a Character gain experience to improve? By killing
|
||
enemies? Solving quests? By roleplaying?</p></li>
|
||
<li><p>May player-characters attack each other (PvP)?</p></li>
|
||
<li><p>What are the penalties of defeat? Permanent death? Quick respawn? Time in prison?</p></li>
|
||
</ul>
|
||
<p>A MUD’s a lot more involved than you would think and these things hang together in a complex web. It
|
||
can easily become overwhelming and it’s tempting to want <em>all</em> functionality right out of the door.
|
||
Try to identify the basic things that “make” your game and focus <em>only</em> on them for your first
|
||
release. Make a list. Keep future expansions in mind but limit yourself.</p>
|
||
</section>
|
||
</section>
|
||
<section id="coding-and-tech-demo">
|
||
<h2><span class="section-number">2.3. </span>Coding and Tech demo<a class="headerlink" href="#coding-and-tech-demo" title="Permalink to this headline">¶</a></h2>
|
||
<p>This is the actual work of creating the “game” part of your game. As you code and test systems you should
|
||
build a little “tech demo” along the way.</p>
|
||
<aside class="sidebar">
|
||
<p class="sidebar-title">Tech demo</p>
|
||
<p>With “tech demo” we mean a small example of your code in-action: A room with a mob, a way to jump into and test character-creation etc. The tech demo need not be pretty, it’s there to test functionality. It’s not the beginning of your game world (unless you find that to be more fun).</p>
|
||
</aside>
|
||
<p>Try to avoid going wild with building a huge game world before you have a tech-demo showing off all parts
|
||
you expect to have in the first version of your game. Otherwise you run the risk of having to redo it all
|
||
again.</p>
|
||
<p>Evennia tries hard to make the coding easier for you, but there is no way around the fact that if you want
|
||
anything but a basic chat room you <em>will</em> have to bite the bullet and code your game (or find a coder willing
|
||
to do it for you).</p>
|
||
<blockquote>
|
||
<div><p>Even if you won’t code anything yourself, as a designer you need to at least understand the basic
|
||
paradigms and components of Evennia. It’s recommended you look over the rest of this Beginner Tutorial to learn
|
||
what tools you have available.</p>
|
||
</div></blockquote>
|
||
<p>During Coding you look back at the things you wanted during the <strong>Planning</strong> phase and try to
|
||
implement them. Don’t be shy to update your plans if you find things easier/harder than you thought.
|
||
The earlier you revise problems, the easier they will be to fix.</p>
|
||
<p>A good idea is to host your code online using <em>version control</em>. <a class="reference external" href="http://Github.com">Github.com</a> offers free Private repos
|
||
these days if you don’t want the world to learn your secrets. Not only version control
|
||
make it easy for your team to collaborate, it also means
|
||
your work is backed up at all times. The page on <a class="reference internal" href="../../../Coding/Version-Control.html"><span class="doc std std-doc">Version Control</span></a>
|
||
will help you to setting up a sane developer environment with proper version control.</p>
|
||
</section>
|
||
<section id="world-building">
|
||
<h2><span class="section-number">2.4. </span>World Building<a class="headerlink" href="#world-building" title="Permalink to this headline">¶</a></h2>
|
||
<p>Up until this point we’ve only had a few tech-demo objects in the database. This step is the act of
|
||
populating the database with a larger, thematic world. Too many would-be developers jump to this
|
||
stage too soon (skipping the <strong>Coding</strong> or even <strong>Planning</strong> stages). What if the rooms you build
|
||
now doesn’t include all the nice weather messages the code grows to support? Or the way you store
|
||
data changes under the hood? Your building work would at best require some rework and at worst you
|
||
would have to redo the whole thing. You could be in for a <em>lot</em> of unnecessary work if you build stuff
|
||
en masse without having the underlying code systems in some reasonable shape first.</p>
|
||
<p>So before starting to build, the “game” bit (<strong>Coding</strong> + <strong>Testing</strong>) should be more or less
|
||
<strong>complete</strong>, <em>at least to the level of your initial release</em>.</p>
|
||
<p>Make sure it is clear to yourself and your eventual builders just which parts of the world you want
|
||
for your initial release. Establish for everyone which style, quality and level of detail you expect.</p>
|
||
<p>Your goal should <em>not</em> be to complete your entire world in one go. You want just enough to make the
|
||
game’s “feel” come across. You want a minimal but functioning world where the intended game play can
|
||
be tested and roughly balanced. You can always add new areas later.</p>
|
||
<p>During building you get free and extensive testing of whatever custom build commands and systems you
|
||
have made at this point. If Builders and coders are different people you also
|
||
get a chance to hear if some things are hard to understand or non-intuitive. Make sure to respond
|
||
to this feedback.</p>
|
||
</section>
|
||
<section id="alpha-release">
|
||
<h2><span class="section-number">2.5. </span>Alpha Release<a class="headerlink" href="#alpha-release" title="Permalink to this headline">¶</a></h2>
|
||
<p>As mentioned, don’t hold onto your world more than necessary. <em>Get it out there</em> with a huge <em>Alpha</em>
|
||
flag and let people try it!</p>
|
||
<p>Call upon your alpha-players to try everything - they <em>will</em> find ways to break your game in ways that
|
||
you never could have imagined. In Alpha you might be best off to
|
||
focus on inviting friends and maybe other MUD developers, people who you can pester to give proper
|
||
feedback and bug reports (there <em>will</em> be bugs, there is no way around it).</p>
|
||
<p>Follow the quick instructions for <a class="reference internal" href="../../../Setup/Online-Setup.html"><span class="doc std std-doc">Online Setup</span></a> to make your
|
||
game visible online.</p>
|
||
<p>If you hadn’t already, make sure to put up your game on the
|
||
<a class="reference external" href="http://games.evennia.com/">Evennia game index</a> so people know it’s in the works (actually, even
|
||
pre-alpha games are allowed in the index so don’t be shy)!</p>
|
||
</section>
|
||
<section id="beta-release-perpetual-beta">
|
||
<h2><span class="section-number">2.6. </span>Beta Release/Perpetual Beta<a class="headerlink" href="#beta-release-perpetual-beta" title="Permalink to this headline">¶</a></h2>
|
||
<p>Once things stabilize in Alpha you can move to <em>Beta</em> and let more people in. Many MUDs are in
|
||
<a class="reference external" href="https://en.wikipedia.org/wiki/Perpetual_beta">perpetual beta</a>, meaning they are never considered
|
||
“finished”, but just repeat the cycle of Planning, Coding, Testing and Building over and over as new
|
||
features get implemented or Players come with suggestions. As the game designer it is now up to you
|
||
to gradually perfect your vision.</p>
|
||
</section>
|
||
<section id="congratulate-yourself">
|
||
<h2><span class="section-number">2.7. </span>Congratulate yourself!<a class="headerlink" href="#congratulate-yourself" title="Permalink to this headline">¶</a></h2>
|
||
<p>You are worthy of a celebration since at this point you have joined the small, exclusive crowd who
|
||
have made their dream game a reality!</p>
|
||
</section>
|
||
<section id="planning-our-tutorial-game">
|
||
<h2><span class="section-number">2.8. </span>Planning our tutorial game<a class="headerlink" href="#planning-our-tutorial-game" title="Permalink to this headline">¶</a></h2>
|
||
<p>In the next lesson we’ll make use of these general points and try to plan out our tutorial game.</p>
|
||
</section>
|
||
</section>
|
||
|
||
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
</div>
|
||
<div class="related" role="navigation" aria-label="related navigation">
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||
<h3>Navigation</h3>
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||
<ul>
|
||
<li class="right" style="margin-right: 10px">
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||
<a href="../../../genindex.html" title="General Index"
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>index</a></li>
|
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<li class="right" >
|
||
<a href="../../../py-modindex.html" title="Python Module Index"
|
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>modules</a> |</li>
|
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<li class="right" >
|
||
<a href="Beginner-Tutorial-Planning-The-Tutorial-Game.html" title="3. Planning our tutorial game"
|
||
>next</a> |</li>
|
||
<li class="right" >
|
||
<a href="Beginner-Tutorial-Planning-Where-Do-I-Begin.html" title="1. Where do I begin?"
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>previous</a> |</li>
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<li class="nav-item nav-item-0"><a href="../../../index.html">Evennia latest</a> »</li>
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<li class="nav-item nav-item-1"><a href="../../Howtos-Overview.html" >Tutorials and How-To’s</a> »</li>
|
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<li class="nav-item nav-item-2"><a href="../Beginner-Tutorial-Overview.html" >Beginner Tutorial</a> »</li>
|
||
<li class="nav-item nav-item-3"><a href="Beginner-Tutorial-Part2-Overview.html" >Part 2: What We Want</a> »</li>
|
||
<li class="nav-item nav-item-this"><a href=""><span class="section-number">2. </span>On Planning a Game</a></li>
|
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</ul>
|
||
</div>
|
||
|
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|
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