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@ -15,7 +15,7 @@ In MUSH, users tend to code and expand all aspects of the game from inside it us
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## Collaborating on a game - Python vs Softcode
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For a *Player*, collaborating on a game need not be too different between MUSH and Evennia. The building and description of the game world can still happen mostly in-game using build commands, using text tags and [inline functions](TextTags#inline-functions) to prettify and customize the experience. Evennia offers external ways to build a world but those are optional. There is also nothing *in principle* stopping a Developer from offering a softcode-like language to Players if that is deemed necessary.
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For a *Player*, collaborating on a game need not be too different between MUSH and Evennia. The building and description of the game world can still happen mostly in-game using build commands, using text tags and [inline functions](./TextTags#inline-functions) to prettify and customize the experience. Evennia offers external ways to build a world but those are optional. There is also nothing *in principle* stopping a Developer from offering a softcode-like language to Players if that is deemed necessary.
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For *Developers* of the game, the difference is larger: Code is mainly written outside the game in Python modules rather than in-game on the command line. Python is a very popular and well-supported language with tons of documentation and help to be found. The Python standard library is also a great help for not having to reinvent the wheel. But that said, while Python is considered one of the easier languages to learn and use it is undoubtedly very different from MUSH softcode.
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@ -34,7 +34,7 @@ if you are new to object oriented design it's important to note that all object
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The `@spawn` command allows one to conveniently choose between different "sets" of Attributes to put on each new Orc (like the "warrior" set or "shaman" set) . Such sets can even inherit one another which is again somewhat remniscent at least of the *effect* of `@parent` and the object-based inheritance of MUSH.
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There are other differences for sure, but that should give some feel for things. Enough with the theory. Let's get down to more practical matters next. To install, see the [Getting Started instructions](Getting-Started).
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There are other differences for sure, but that should give some feel for things. Enough with the theory. Let's get down to more practical matters next. To install, see the [Getting Started instructions](./Getting-Started).
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## A first step making things more familiar
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@ -119,8 +119,8 @@ With the `nick` functionality players can mitigate a lot of syntax dislikes even
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## Next steps
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If you are a *Developer* and are interested in making a more MUSH-like Evennia game, a good start is to look into the Evennia [Tutorial for a first MUSH-like game](Tutorial-for-basic-MUSH-like-game). That steps through building a simple little game from scratch and helps to acquaint you with the various corners of Evennia. There is also the [Tutorial for running roleplaying sessions](Evennia-for-roleplaying-sessions) that can be of interest.
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If you are a *Developer* and are interested in making a more MUSH-like Evennia game, a good start is to look into the Evennia [Tutorial for a first MUSH-like game](./Tutorial-for-basic-MUSH-like-game). That steps through building a simple little game from scratch and helps to acquaint you with the various corners of Evennia. There is also the [Tutorial for running roleplaying sessions](./Evennia-for-roleplaying-sessions) that can be of interest.
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An important aspect of making things more familiar for *Players* is adding new and tweaking existing commands. How this is done is covered by the [Tutorial on adding new commands](Adding-Command-Tutorial). You may also find it useful to shop through the `evennia/contrib/` folder. The [Tutorial world](Tutorial-World-Introduction) is a small single-player quest you can try (it’s not very MUSH-like but it does show many Evennia concepts in action). Beyond that there are [many more tutorials](Tutorials) to try out. If you feel you want a more visual overview you can also look at [Evennia in pictures](https://evennia.blogspot.se/2016/05/evennia-in-pictures.html).
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An important aspect of making things more familiar for *Players* is adding new and tweaking existing commands. How this is done is covered by the [Tutorial on adding new commands](./Adding-Command-Tutorial). You may also find it useful to shop through the `evennia/contrib/` folder. The [Tutorial world](./Tutorial-World-Introduction) is a small single-player quest you can try (it’s not very MUSH-like but it does show many Evennia concepts in action). Beyond that there are [many more tutorials](./Tutorials) to try out. If you feel you want a more visual overview you can also look at [Evennia in pictures](https://evennia.blogspot.se/2016/05/evennia-in-pictures.html).
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… And of course, if you need further help you can always drop into the [Evennia chatroom](http://webchat.freenode.net/?channels=evennia&uio=MT1mYWxzZSY5PXRydWUmMTE9MTk1JjEyPXRydWUbb) or post a question in our [forum/mailing list](https://groups.google.com/forum/#%21forum/evennia)!
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