Thing is, while I am (and, I'm sure other Evennia core devs) certainly willing to give considerable help and input on such a project,
it's not something I have time to take the lead on myself. So I'm looking for
enthusiastic coders who would be willing to step up to both help and take the lead on this; both designing and (especially) coding such an example game. Even if you have
your own game in mind for the future, you still need to build
most of these systems, so starting with a generic system will still help
you towards that final goal - plus you get to be immortalized in the
code credits, of course.
Great! We are as a first step looking for a driven lead dev for this project, a person who has the enthusiasm, coding experience and drive to see the project through and manage it. You will (hopefully) get plenty of collaborators willing to help out but It is my experience that a successful hobby project really needs at least one person taking responsibility to "lead the charge" and having the final say on features: Collaborative development can otherwise easily mean that everyone does their own thing or cannot agree on a common course. This would be a spin-off from the main Evennia project and maintained separately as mentioned above.
This for all you developers out there who want to make a game with Evennia but are not sure about what game to make or where to start off.
We need an example game
One of the main critiques Evennia get from newbies is the lack of an (optional) full game implementation to use as an example and base to build from. So, Evennia needs a full, BSD-licensed example game. I'm talking "diku-like", something you could in principle hook up and allow players into within minutes of installing Evennia. The Tutorial world we already have is a start but it is more of a solo quest, it's not designed to be a full multiplayer game. Whereas Evennia supports other forms of MU* too, the idea is that the systems from a more "code-heavy" MUD could easily be extracted and adopted to a more freeform-style game whereas the reverse is not generally true.
The exact structure of such a game would be up to the person or team taking this on, but it should be making use of Evennia's api and come distributed as a custom game folder (the folder you get with evennia --init). We will set this up as a separate repository under the Evennia github organisation - a spin-off from the main evennia project, and maintained separately.
We need you!
Thing is, while I am (and, I'm sure other Evennia core devs) certainly willing to give considerable help and input on such a project, it's not something I have time to take the lead on myself. So I'm looking for enthusiastic coders who would be willing to step up to both help and take the lead on this; both designing and (especially) coding such an example game. Even if you have your own game in mind for the future, you still need to build most of these systems, so starting with a generic system will still help you towards that final goal - plus you get to be immortalized in the code credits, of course.
Suggestion for game
Being an example game, it should be well-documented and following good code practices (this is something we can always fix and adjust as we go though). The systems should be designed as stand-alone/modular as possible to make them easy to rip out and re-purpose (you know people will do so anyway). These are the general features I would imagine are needed (they are open to discussion):
- Generic Tolkien-esque fantasy theme (lore is not the focus here, but it can still be made interesting)
- Character creation module
- Races (say, 2-3)
- Classes (say 2-3)
- Attributes and Skills (based on D&D? Limit number of skills to the minimal set)
- Rule module for making skill checks, rolls etc (D&D rules?)
- Combat system (twitch? Turn-based?)
- Mobs, both friendly and aggressive, with AI
- Trade with NPC / other players (money system)
- Quest system
- Eventual new GM/admin tools as needed
- Small game world (batch-built) to demonstrate all features (of good quality to show off)
- more/less?
This for all you developers out there who want to make a game with Evennia but are not sure about what game to make or where to start off.
We need an example game
One of the main critiques Evennia get from newbies is the lack of an (optional) full game implementation to use as an example and base to build from. So, Evennia needs a full, BSD-licensed example game. I'm talking "diku-like", something you could in principle hook up and allow players into within minutes of installing Evennia. The Tutorial world we already have is a start but it is more of a solo quest, it's not designed to be a full multiplayer game. Whereas Evennia supports other forms of MU* too, the idea is that the systems from a more "code-heavy" MUD could easily be extracted and adopted to a more freeform-style game whereas the reverse is not generally true.
The exact structure of such a game would be up to the person or team taking this on, but it should be making use of Evennia's api and come distributed as a custom game folder (the folder you get with evennia --init). We will set this up as a separate repository under the Evennia github organisation - a spin-off from the main evennia project, and maintained separately.
We need you!
Thing is, while I am (and, I'm sure other Evennia core devs) certainly willing to give considerable help and input on such a project, it's not something I have time to take the lead on myself. So I'm looking for enthusiastic coders who would be willing to step up to both help and take the lead on this; both designing and (especially) coding such an example game. Even if you have your own game in mind for the future, you still need to build most of these systems, so starting with a generic system will still help you towards that final goal - plus you get to be immortalized in the code credits, of course.
Suggestion for game
Being an example game, it should be well-documented and following good code practices (this is something we can always fix and adjust as we go though). The systems should be designed as stand-alone/modular as possible to make them easy to rip out and re-purpose (you know people will do so anyway). These are the general features I would imagine are needed (they are open to discussion):
- Generic Tolkien-esque fantasy theme (lore is not the focus here, but it can still be made interesting)
- Character creation module
- Races (say, 2-3)
- Classes (say 2-3)
- Attributes and Skills (based on D&D? Limit number of skills to the minimal set)
- Rule module for making skill checks, rolls etc (D&D rules?)
- Combat system (twitch? Turn-based?)
- Mobs, both friendly and aggressive, with AI
- Trade with NPC / other players (money system)
- Quest system
- Eventual new GM/admin tools as needed
- Small game world (batch-built) to demonstrate all features (of good quality to show off)
- more/less?
This for all you developers out there who want to make a game with Evennia but are not sure about what game to make or where to start off.
We need an example game
One of the main critiques Evennia get from newbies is the lack of an (optional) full game implementation to use as an example and base to build from. So, Evennia needs a full, BSD-licensed example game. I'm talking "diku-like", something you could in principle hook up and allow players into within minutes of installing Evennia. The Tutorial world we already have is a start but it is more of a solo quest, it's not designed to be a full multiplayer game. Whereas Evennia supports other forms of MU* too, the idea is that the systems from a more "code-heavy" MUD could easily be extracted and adopted to a more freeform-style game whereas the reverse is not generally true.
The exact structure of such a game would be up to the person or team taking this on, but it should be making use of Evennia's api and come distributed as a custom game folder (the folder you get with evennia --init). We will set this up as a separate repository under the Evennia github organisation - a spin-off from the main evennia project, and maintained separately.
We need you!
Thing is, while I am (and, I'm sure other Evennia core devs) certainly willing to give considerable help and input on such a project, it's not something I have time to take the lead on myself. So I'm looking for enthusiastic coders who would be willing to step up to both help and take the lead on this; both designing and (especially) coding such an example game. Even if you have your own game in mind for the future, you still need to build most of these systems, so starting with a generic system will still help you towards that final goal - plus you get to be immortalized in the code credits, of course.
Suggestion for game
Being an example game, it should be well-documented and following good code practices (this is something we can always fix and adjust as we go though). The systems should be designed as stand-alone/modular as possible to make them easy to rip out and re-purpose (you know people will do so anyway). These are the general features I would imagine are needed (they are open to discussion):
- Generic Tolkien-esque fantasy theme (lore is not the focus here, but it can still be made interesting)
- Character creation module
- Races (say, 2-3)
- Classes (say 2-3)
- Attributes and Skills (based on D&D? Limit number of skills to the minimal set)
- Rule module for making skill checks, rolls etc (D&D rules?)
- Combat system (twitch? Turn-based?)
- Mobs, both friendly and aggressive, with AI
- Trade with NPC / other players (money system)
- Quest system
- Eventual new GM/admin tools as needed
- Small game world (batch-built) to demonstrate all features (of good quality to show off)
- more/less?
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For the purposes of this one could in principle go with something very straghtforward; going with D&D rules are fine but you may spend more time selecting the proper subset than pushing out working codes.
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I see buttledroid mentioned Open Adventure... well I've aldready implemented it in my evennia-attempt. It's an amazing, modern rpg, simple and easy implementable in a MUD. It tooks a couple of hours and now OA it's a python module of less than 500 lines, descriptions of all classes and races included. I combined it with the combat handler found in the wiki and now I also have a complete combat system with little to no effort. I just adapted the standard roll (from the original 2d6-7 to 4d6-14 for better gaussian shape and resolution) and that's it. If someone want to check I'll share.
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@George and other folks
Hi, pay attention that you are reading the RED MANUAL, which is not updated and not complete! In that manual the character creation is not present! You simply distribute points between stats, which is not funny. The BLUE MANUAL is updated May 2015 and shows the character creation based on "archetypes".
Is it too late to get in on this project? I'd love to help out where I can, wherever that might be. I've got some experience with MUDs as a player and Imm for a number of years. Would love to help come up with design concepts. I've always been interested in learning Python and have always thought Evennia was a pretty awesome project. My coding experience is EXTREMELY light - 10+ years ago did some HTML, CSS, ASP.NET, PHP, and Javascript. Been trying to teach myself some Python and am almost through LPTHW by Zed Shaw. Please let me know how I can participate if there is still an opportunity to do so!