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