Fix all failing links and warnings
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@ -6,8 +6,8 @@ cracking! But where to start? Here are some ideas for a workflow. Note that the
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page are just that - suggestions. Also, they are primarily aimed at a lone hobby designer or a small
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team developing a game in their free time. There is an article in the Imaginary Realities e-zine
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which was written by the Evennia lead dev. It focuses more on you finding out your motivations for
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making a game - you can [read the article here](http://journal.imaginary-
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realities.com/volume-07/issue-03/where-do-i-begin/index.html).
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making a game - you can
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[read the article here](http://journal.imaginary-realities.com/volume-07/issue-03/where-do-i-begin/index.html).
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Below are some minimal steps for getting the first version of a new game world going with players.
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@ -132,11 +132,11 @@ Talker-type game you *will* have to bite the bullet and code your game (or find
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do it for you).
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Even if you won't code anything yourself, as a designer you need to at least understand the basic
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paradigms of Evennia, such as [Objects](../../../Component/Objects), [Commands](../../../Component/Commands) and [Scripts](../../../Component/Scripts) and
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how they hang together. We recommend you go through the [Tutorial World](Tutorial-World-
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Introduction) in detail (as well as glancing at its code) to get at least a feel for what is
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involved behind the scenes. You could also look through the tutorial for [building a game from
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scratch](Tutorial-for-basic-MUSH-like-game).
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paradigms of Evennia, such as [Objects](../../../Component/Objects),
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[Commands](../../../Component/Commands) and [Scripts](../../../Component/Scripts) and
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how they hang together. We recommend you go through the [Tutorial World](../Part1/Tutorial-World-Introduction) in detail (as well as glancing at its code) to get at least a feel for what is
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involved behind the scenes. You could also look through the tutorial for
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[building a game from scratch](../Tutorial-for-basic-MUSH-like-game).
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During Coding you look back at the things you wanted during the **Planning** phase and try to
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implement them. Don't be shy to update your plans if you find things easier/harder than you thought.
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