Updated reST docs.

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Griatch 2011-12-20 18:54:27 +01:00
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@ -8,8 +8,7 @@ and actions performed in the virtual world. Players typically interact
with each other and the world by typing commands that resemble a natural
language.*" - `Wikipedia <http://en.wikipedia.org/wiki/MUD>`_
Evennia introduction
====================
Evennia introduction=
If you are reading this, it's quite likely you are dreaming of creating
and running a text-based massively-multiplayer game
@ -54,15 +53,8 @@ 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.
There is already a default django website as well as an ajax web client
shipping with Evennia. You can also edit the database from the browser
using the admin interface. Apart from telnet, SSH, SSL and web
connections, you can connect e.g. IRC and IMC2 channels to evennia's
in-game channels so that your players can chat with people "outside" the
game.
Can I test it somewhere?
------------------------
~~~~~~~~~~~~~~~~~~~~~~~~
There are Evennia-based muds under development but they are still not
publicly available. If you do try to install Evennia (it's not hard), it
@ -74,6 +66,63 @@ tutorial takes only one single in-game command to install as explained
If you didn't see it before, here is also a
`screenshot <Screenshot.html>`_ of Evennia running.
Brief summary of features
=========================
Technical
~~~~~~~~~
- Game development is done by the server importing your normal Python
modules. Specific server features are implemented by overloading
hooks that the engine calls appropriately.
- All game entities are simply Python classes that handles database
negotiations behind the scenes without you needing to worry.
- Command sets are stored on individual objects (including characters)
to offer unique functionality and object-specific commands. Sets can
be updated and modified on the fly to expand/limit player input
options during play.
- Scripts are used to offer asynchronous/timed execution abilities.
Scripts can also be persistent. There are easy mechanisms to thread
particularly long-running processes.
- In-game communication channels are modular and can be modified to any
functionality, including mailing systems and full logging of all
messages.
- Server can be fully rebooted/reloaded without users disconnecting.
- A session (player) can freely connect/disconnect from game-objects,
offering an easy way to implement multi-character systems and
puppeting.
- All source code is extensively documented.
- Unit-testing suite, including tests of default commands and plugins
Default content
~~~~~~~~~~~~~~~
- Basic classes for Objects, Characers, Rooms and Exits
- Basic login system, using the Player's login name as their in-game
Character's name for simplicity
- "MUX-like" command set with administration, building, puppeting,
channels and social commands
- In-game Tutorial
- Contributions folder with working, but optional, code such as
alternative login, menus, character generation and more
Standards/Protocols supported
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Telnet with mud-specific extensions (MCCP, MSSP, TTYPE)
- SSH
- SSL
- TCP/Comet, JavaScript browser webclient included
- HTTP - Website served by in-built webserver and connected to same
database as game.
- IRC/IMC2 - external IRC and/or IMC2 channels can be connected to
in-game chat channels
- ANSI, xterm256 colours
- Several different databases supported (SQLite3, MySQL, ...)
For more extensive feature information, see
`here <http://code.google.com/p/evennia/wiki/DeveloperCentral>`_.
What you need to know to work with Evennia
==========================================