Updated ReST documentation.

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Griatch 2012-09-30 10:32:41 +02:00
parent 110207fd7f
commit 85952f8075
23 changed files with 371 additions and 432 deletions

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@ -18,12 +18,12 @@ your work fun for you, or motivation will falter. Making a full game is
a lot of work as it is, you'll need all your motivation to make it a
reality.
Remember that *99.99999% of all great game ideas never leads to an
online game*. So your first all overshadowing goal is to beat those odds
and get *something* out the door! *Even* if it's a scaled-down version
of your dream game, lacking many "must-have" features! It's better to
get it out there and expand on it later than to code in isolation
forever until you burn out, loose interest or your hard drive crashes.
Remember that *99.99999% of all great game ideas never lead to an online
game*. So your first all overshadowing goal is to beat those odds and
get *something* out the door! *Even* if it's a scaled-down version of
your dream game, lacking many "must-have" features! It's better to get
it out there and expand on it later than to code in isolation forever
until you burn out, lose interest or your hard drive crashes.
Like is common with online games, getting a game out the door does not
mean you are going to be "finished" with the game - most MUDs add
@ -49,7 +49,7 @@ game and what they need to be able to do.
simple description enough? Can it be dark (description
changed/hidden)? Should it have smells, sounds? Weather? Different
terrain? How are those to be conveyed? Are there special "magic"
rooms that does things to people entering? Can a person hide in the
rooms that do things to people entering? Can a person hide in the
room? Should all rooms have the ability to be this complex or should
there be different types of rooms? Evennia allows you to change the
very concept of rooms should you be very ambitious, but is that a
@ -67,7 +67,7 @@ game and what they need to be able to do.
object. For a role playing game, you need to define chances of
success ("rolls") for example. Will weather messages be random in
every room or should it follow some sort of realistic pattern over
all rooms? Do you have an game-wide economy - if so, how is that
all rooms? Do you have a game-wide economy - if so, how is that
supposed to work? If magic is dependent on the position of the
planets, the planets must change with time. What about spreading
rumors? Mail boxes? Bulletin boards?