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@ -10,13 +10,13 @@ What we *do* however, is to provide a solid foundation for all the boring databa
Using the full power of Python throughout the server offers some distinct advantages. All your coding, from object definitions and custom commands to AI scripts and economic systems is done in normal Python modules rather than some ad-hoc scripting language. The fact that you script the game in the same high-level language that you code it in allows for very powerful and custom game implementations indeed.
The server ships with a default set of player commands that are similar to the MUX command set. We *do not* aim specifically to be a MUX server, but we had to pick some default to go with (see [this](Soft-Code) for more about our original motivations). It's easy to remove or add commands, or to have the command syntax mimic other systems, like Diku, LP, MOO and so on. Or why not create a new and better command system of your own design.
The server ships with a default set of player commands that are similar to the MUX command set. We *do not* aim specifically to be a MUX server, but we had to pick some default to go with (see [this](./Soft-Code) for more about our original motivations). It's easy to remove or add commands, or to have the command syntax mimic other systems, like Diku, LP, MOO and so on. Or why not create a new and better command system of your own design.
## Can I test it somewhere?
Evennia's demo server can be found at [demo.evennia.com](http://demo.evennia.com). If you prefer to connect to the demo via your own telnet client you can do so at `silvren.com`, port `4280`. Here is a [screenshot](Screenshot).
Evennia's demo server can be found at [demo.evennia.com](http://demo.evennia.com). If you prefer to connect to the demo via your own telnet client you can do so at `silvren.com`, port `4280`. Here is a [screenshot](./Screenshot).
Once you installed Evennia yourself it comes with its own tutorial - this shows off some of the possibilities _and_ gives you a small single-player quest to play. The tutorial takes only one single in-game command to install as explained [here](Tutorial-World-Introduction).
Once you installed Evennia yourself it comes with its own tutorial - this shows off some of the possibilities _and_ gives you a small single-player quest to play. The tutorial takes only one single in-game command to install as explained [here](./Tutorial-World-Introduction).
## Brief summary of features
@ -54,11 +54,11 @@ Once you installed Evennia yourself it comes with its own tutorial - this shows
- RSS feeds can be echoed to in-game channels (things like Twitter can easily be added)
- Several different databases supported (SQLite3, MySQL, PostgreSQL, ...)
For more extensive feature information, see the [Developer Central](Developer-Central).
For more extensive feature information, see the [Developer Central](./Developer-Central).
## What you need to know to work with Evennia
Assuming you have Evennia working (see the [quick start instructions](Getting-Started)) and have gotten as far as to start the server and connect to it with the client of your choice, here's what you need to know depending on your skills and needs.
Assuming you have Evennia working (see the [quick start instructions](./Getting-Started)) and have gotten as far as to start the server and connect to it with the client of your choice, here's what you need to know depending on your skills and needs.
### I don't know (or don't want to do) any programming - I just want to run a game!
@ -67,7 +67,7 @@ Evennia comes with a default set of commands for the Python newbies and for thos
### I know basic Python, or I am willing to learn
Evennia's source code is extensively documented and is [viewable online](https://github.com/evennia/evennia). We also have a comprehensive [online manual](https://github.com/evennia/evennia/wiki) with lots of examples. But while Python is considered a very easy programming language to get into, you do have a learning curve to climb if you are new to programming. You should probably sit down
with a Python beginner's [tutorial](http://docs.python.org/tutorial/) (there are plenty of them on the web if you look around) so you at least know what you are seeing. See also our [link page](Links#wiki-litterature) for some reading suggestions. To efficiently code your dream game in Evennia you don't need to be a Python guru, but you do need to be able to read example code containing at least these basic Python features:
with a Python beginner's [tutorial](http://docs.python.org/tutorial/) (there are plenty of them on the web if you look around) so you at least know what you are seeing. See also our [link page](./Links#wiki-litterature) for some reading suggestions. To efficiently code your dream game in Evennia you don't need to be a Python guru, but you do need to be able to read example code containing at least these basic Python features:
- Importing and using python [modules](http://docs.python.org/3.7/tutorial/modules.html)
- Using [variables](http://www.tutorialspoint.com/python/python_variable_types.htm), [conditional statements](http://docs.python.org/tutorial/controlflow.html#if-statements), [loops](http://docs.python.org/tutorial/controlflow.html#for-statements) and [functions](http://docs.python.org/tutorial/controlflow.html#defining-functions)
@ -75,7 +75,7 @@ with a Python beginner's [tutorial](http://docs.python.org/tutorial/) (there are
- Doing [string handling and formatting](http://docs.python.org/tutorial/introduction.html#strings)
- Have a basic understanding of [object-oriented programming](http://www.tutorialspoint.com/python/python_classes_objects.htm), using [Classes](http://docs.python.org/tutorial/classes.html), their methods and properties
Obviously, the more things you feel comfortable with, the easier time you'll have to find your way. With just basic knowledge you should be able to define your own [Commands](Commands), create custom [Objects](Objects) as well as make your world come alive with basic [Scripts](Scripts). You can definitely build a whole advanced and customized game from extending Evennia's examples only.
Obviously, the more things you feel comfortable with, the easier time you'll have to find your way. With just basic knowledge you should be able to define your own [Commands](./Commands), create custom [Objects](./Objects) as well as make your world come alive with basic [Scripts](./Scripts). You can definitely build a whole advanced and customized game from extending Evennia's examples only.
### I know my Python stuff and I am willing to use it!
@ -85,10 +85,10 @@ If you *also* happen to know some web programming (HTML, CSS, Javascript) there
### Where to from here?
From here you can continue browsing the [online documentation]([online documentation](index)) to find more info about Evennia. Or you can jump into the [Tutorials](Tutorials) and get your hands dirty with code right away. You can also read the developer's [dev blog](https://evennia.blogspot.com/) for many tidbits and snippets about Evennia's development and structure.
From here you can continue browsing the [online documentation]([online documentation](index)) to find more info about Evennia. Or you can jump into the [Tutorials](./Tutorials) and get your hands dirty with code right away. You can also read the developer's [dev blog](https://evennia.blogspot.com/) for many tidbits and snippets about Evennia's development and structure.
Some more hints:
1. Get engaged in the community. Make an introductory post to our [mailing list/forum](https://groups.google.com/forum/#!forum/evennia) and get to know people. It's also highly recommended you hop onto our [Developer chat](http://webchat.freenode.net/?channels=evennia&uio=MT1mYWxzZSY5PXRydWUmMTE9MTk1JjEyPXRydWUbb) on IRC. This allows you to chat directly with other developers new and old as well as with the devs of Evennia itself. This chat is logged (you can find links on http://www.evennia.com) and can also be searched from the same place for discussion topics you are interested in.
2. Read the [Game Planning](Game-Planning) wiki page. It gives some ideas for your work flow and the state of mind you should aim for - including cutting down the scope of your game for its first release.
3. Do the [Tutorial for basic MUSH-like game](Tutorial-for-basic-MUSH-like-game) carefully from beginning to end and try to understand what does what. Even if you are not interested in a MUSH for your own game, you will end up with a small (very small) game that you can build or learn from.
2. Read the [Game Planning](./Game-Planning) wiki page. It gives some ideas for your work flow and the state of mind you should aim for - including cutting down the scope of your game for its first release.
3. Do the [Tutorial for basic MUSH-like game](./Tutorial-for-basic-MUSH-like-game) carefully from beginning to end and try to understand what does what. Even if you are not interested in a MUSH for your own game, you will end up with a small (very small) game that you can build or learn from.