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    Griatch

    @Griatch

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    Website www.evennia.com

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    Coder Tutorialist

    Best posts made by Griatch

    • I made a Python-with-Evennia tutorial (looking for feedback)

      https://github.com/evennia/evennia/wiki/Python-basic-introduction

      Since many people coming to Evennia are not previously familiar with Python (or any programming in some cases) I put together a tutorial for the absolute Python beginner that just got Evennia up and running. It explores some basic Python concepts using Evennia as well as helps the budding developer start finding their way with concepts like imports, object inheritance and overriding. After previous feedback it was split in two parts since it's pretty chunky to do in one sitting.

      Obviously a short tutorial can't do more than graze the surface of Python and general programming concepts. This won't teach you Python. But it covers some of the most common questions and initial hurdles newcomers tend to ask about in a format that is, while technical, hopefully not too hard to follow when getting started.

      If you follow it and have feedback on further improvements, let me know!
      .
      Griatch

      posted in MU Code
      Griatch
      Griatch
    • RE: Meanest (But Funniest) Thing You've Done in a Game

      Not very "mean" I guess but funny at the time:

      This was a one-shot at a convention. We played "Mutant" (Swedish RPG franchise). 1980's style post-apocalyptic with lots of intelligent mutated animals, mega corps and weirdness in a big mix. We had pre-made characters (a bunch of mercenaries) and I ended up with the intelligent bipedal bulldog. On a whim I decided that he really loved food. The way a dog gets excited about all food, except this dog is six feet tall and carries a shotgun. I got us into a lot of trouble with that one, including bypassing the clever diplomat-type and making sure the down payment for our next gig was to be in bones.

      Anyway, the whole thing concluded with us acting as security detail for a mob boss' wedding. The whole thing took place at the bottom floor of a larger building. So we make our preparations, scout the premises etc. The wedding starts and we are on high alert. Finally the enemy boss makes his move. It turns out there is some sort of aquarium higher up in the building and the enemy had planted explosives that we hadn't detected. So BOOM - tons of water floods down into the locale along with a GIANT MUTANT LOBSTER keen on eating EVERYONE (for some reason).
      Boss battle! This is a pretty lethal game with relatively detailed combat. The lobster is a really powerful enemy and people starts shooting at it with mediocre results. Someone lobs off a semi-successful grenade.

      GM: The grenade goes off! It's a hit, cracking part of the shell on the side of the monster. But even a grenade doesn't even slow it down.
      Me: Wait, there is a crack in the shell? There is exposed flesh?
      GM: ... a little, yes?
      Me: Foooood! I throw away my weapons and dive in. Face first. I'm a bulldog. My jaws a formidable.
      GM: ... Roll.

      I roll excellently, and keep doing so. And for the rest of the battle I gradually eat my way into the poor giant lobster. Lots of laughter around the table. The tension of the battle is gone at this point so the GM just gives up and embraces the farce with ever wilder descriptions. Finally the lobster falls to my hunger and we win the day. Glory and food coma in one glorious mix. Good times.
      .
      Griatch

      posted in Mildly Constructive
      Griatch
      Griatch
    • Podcast/interview about Evennia

      I was interviewed about Evennia on the (somewhat grandiously named) Titans of Text podcast the other day. It's a great initiative for the MUD Coder's Guild folks to run a pod cast like this so please support them by taking a listen. Note however that they come at this primarily from a MUD perspective rather than a MUSH one.

      Episode 4: Evennia

      posted in Adver-tis-ments
      Griatch
      Griatch
    • Evennia for MUSHers

      If you are a MUSH user interested in trying to make your next game in Evennia but are unsure where to start, this is the introduction for you! It will go through some key differences, help with the installation and then offer some first things to try out.

      On Evennia

      Evennia googly snake
      Evennia is an open-source game server and -library for developing multiplayer text-games in Python (not only MUSH, any type of MU*). When you start Evennia you’ll have a fully functioning (if empty) game that you can connect to with normal MU* clients as well as play from any modern browser - you will also get a simple website for your game.

      By default you’ll have some 90 in-game commands as well as channels, rooms, characters and other basic building blocks. Commands can be completely changed but the default administrative command syntax is somewhat reminiscent of MUX.

      Fundamental differences between MUSH and Evennia

      Apart from the features mentioned above, Evennia works quite differently from a MUSH under the hood. Here are some fundamental differences to keep in mind.

      Developers vs Players

      In MUSH, users tend to code and expand all aspects of the game from inside it. A MUSH can thus be said to be managed solely by Players with different levels of access. Evennia on the other hand, differentiates between the role of the Player and the Developer.

      • An Evennia Developer works in Python from outside the game, in what MUSH would consider “hardcode”. Developers implement larger-scale code changes and can fundamentally change how the game works. They then load their changes into the running Evennia server. Such changes will usually not drop any connected players.
      • An Evennia Player operates from inside the game. Some staff-level players are likely to double as developers. Depending on access level, players can modify and expand the game's world by digging new rooms, creating new objects, alias commands, customize their experience and so on. Trusted staff may get access to Python via the @py command, but this would be a security risk for normal Players to use. So the Player usually operates by making use of the tools prepared for them by the Developer - tools that can be as rigid or flexible as the developer desires.

      Collaborating on a game - Python vs Softcode

      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 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.

      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.

      While softcode allows collaboration in-game, Evennia's external coding opens up for sharing using professional version control tools and bug tracking using websites like github (or bitbucket for a free private repo). Source code can be written in proper text editors and IDEs with refactoring, syntax highlighting and all other conveniences. In short, collaborative development of an Evennia game is done in the same way most professional collaborative development is done in the world, meaning all the best tools can be used.

      @parent vs @typeclass and @spawn

      Inheritance works differently in Python than in Softcode. Evennia has no concept of a "master object" that other objects inherit from. There is in fact no reason at all to introduce "virtual objects" in the game world - code and data are kept separate from one another.

      In Python (which is an object oriented language - read the wikipedia article for the advantages of this) one instead creates classes - these are like blueprints from which you spawn any number of object instances. Evennia also adds the extra feature that every instance is persistent in the database (this means no SQL is ever needed). To take one example, a unique character in Evennia is an instances of the class Character.

      One parallel to MUSH's @parent command may be Evennia's @typeclass command, which changes which class an already existing object is an instance of. This way you can literally turn a Character into a Flowerpot on the spot.

      if you are new to object oriented design it's important to note that all object instances of a class does not have to be identical. If they did, all Characters would be named the same. Evennia allows to customize individual objects in many different ways. One way is through Attributes, which are database-bound properties that can be linked to any object. For example, you could have an Orc class that defines all the stuff an Orc should be able to do (probably in turn inheriting from some Monster class shared by all monsters). Setting different Attributes on different instances (different strength, equipment, looks etc) would make each Orc unique despite all sharing the same class.

      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.

      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.

      Getting Evennia running

      Evennia runs on Linux/Unix, Windows and Mac. Most of the install is handled automatically but you must be familiar with the Linux/Mac terminal or the Windows console. The full install instructions (and explanations of each step) are found on the Evennia Getting Started page - look there if you run into trouble.

      1. Install Python, python-virtualenv and GIT in the way recommended by your OS. On a Debian-derived Linux (Ubuntu etc), you can do sudo apt-get install python python-dev git python-virtualenv. After this you should not need to be root/admin anymore.
      2. Create a new folder, say mud-dev, somewhere - for example in your home directory on Linux/Mac or in My Documents on Windows.
      3. Open the terminal/console and cd to the mud-dev folder. You'll stay in here from now on.
      4. Enter virtualenv pyenv - a new folder pyenv will appear. The virtualenv program allows you to install Python libraries in the pyenv folder without affecting other things on your system - it's a standard Python practice.
      5. Enter source pyenv/bin/activate (Linux/Mac) or pyenv\Scripts\Activate (Windows). This activates the virtualenv. You see that it works if the text (pyenv) appears next to the command prompt. You need to call this command every time you open a new terminal to get access to the stuff you install in the virtualenv below.
      6. git clone https://github.com/evennia/evennia.git - a new directory evennia will appear; this holds the actual Evennia code.
      7. pip install -e evennia - installs Evennia to the virtual environment. You should now have the evennia command available - try it! If there are any hick-ups, look here for linux-, mac- and windows troubleshooting respectively.
      8. Enter evennia --init mygame - this will create a new folder mygame (or whatever you choose to call it) where we’ll create our new game.
      9. cd mygame
      10. evennia migrate - this will create the database.
      11. evennia start - the server starts. You can now telnet to it on localhost, port 4000 or in your browser on http://localhost:8000.

      Welcome to Evennia! If you want to toy around you can get some first pointers in the "Next Steps" section last in this how-to. Take a moment to try things out, maybe build the tutorial world as instructed in the first room. Some things will look familiar, other things not, we’ll start addressing that in the next section.

      A first step making things more familiar

      We will here give two examples of customizing Evennia to be more familiar to a MUSH Player.

      Activating a multi-descer

      By default Evennia’s desc command updates your description and that’s it. There is a more feature-rich optional “multi-descer” in evennia/contrib/multidesc.py though. This alternative allows for managing and combining a multitude of keyed descriptions.

      To activate the multi-descer, cd to your game folder and into the commands sub-folder. There you’ll find the file default_cmdsets.py. In Python lingo all *.py files are called modules. Open the module in a text editor. We won’t go into Evennia in-game Commands and Command sets further here, but suffice to say Evennia allows you to change which commands (or versions of commands) are available to the player from moment to moment depending on circumstance.

      Add two new lines to the module as seen below:

      # the file mygame/commands/default_cmdsets.py
      # [...] 
      
      from evennia.contrib import multidescer   # <- added now
      
      class CharacterCmdSet(default_cmds.CharacterCmdSet):
          """
          The CharacterCmdSet contains general in-game commands like look,
          get etc available on in-game Character objects. It is merged with
          the PlayerCmdSet when a Player puppets a Character.
          """
          key = "DefaultCharacter"
      
          def at_cmdset_creation(self):
              """
              Populates the cmdset
              """
              super(CharacterCmdSet, self).at_cmdset_creation()
              #
              # any commands you add below will overload the default ones.
              #
              self.add(multidescer.CmdMultiDesc())      # <- added now 
      # [...]
      

      Note that Python cares about indentation, so make sure to indent with the same number of spaces as shown above!

      So what happens above? We import the module evennia/contrib/multidescer.py at the top. Once imported we can access stuff inside that module using full stop (.). The multidescer is defined as a class CmdMultiDesc (we could find this out by opening said module in a text editor). At the bottom we create a new instance of this class and add it to the CharacterCmdSet class. For the sake of this tutorial we only need to know that CharacterCmdSet contains all commands that should be be available to the Character by default.

      This whole thing will be triggered when the command set is first created, which happens on server start. So we need to reload Evennia with @reload - no one will be disconnected by doing this. If all went well you should now be able to use desc (or +desc) and find that you have more possibilities:

      > +desc eyes = His eyes are blue. 
      > +desc basic = A big guy.
      > +desc/set basic + + eyes    # we add an extra space between
      > look me
      A big guy. His eyes are blue.
      

      (See also help +desc). If there are errors a traceback will show in the server log - several lines of text showing where the error occurred. Find where the error is by locating the line number related to the default_cmdsets.py file (it's the only one you've changed so far). Most likely you mis-spelled something or missed the indentation. Fix it and either @reload again or run evennia start as needed.

      Customizing the multidescer syntax

      As seen above the multidescer uses syntax like this (where |/ are Evennia's tags for line breaks) :

      > +desc/set basic + |/|/ + cape + footwear + |/|/ + attitude 
      

      This use of + was prescribed by the Developer that coded this +desc command. What if the Player doesn’t like this syntax though? Do players need to pester the dev to change it? Not necessarily. While Evennia does not allow the player to build their own multi-descer on the command line, it does allow for re-mapping the command syntax to one they prefer. This is done using the nick command.

      Here’s a nick that changes how to input the command above:

      > nick setdesc $1 $2 $3 $4 = +desc/set $1 + |/|/ + $2 + $3 + |/|/ + $4
      

      The string on the left will be matched against your input and if matching, it will be replaced with the string on the right. The $-type tags will store space-separated arguments and put them into the replacement. The nick allows shell-like wildcards, so you can use *, ?, [...], [!...] etc to match parts of the input.

      The same description as before can now be set as

      > setdesc basic cape footwear attitude 
      

      With the nick functionality players can mitigate a lot of syntax dislikes even without the developer changing the underlying Python code.

      Next steps

      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. 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 that can be of interest.

      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. You may also find it useful to shop through the evennia/contrib/ folder. The Tutorial world 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 to try out. If you feel you want a more visual overview you can also look at Evennia in pictures.

      … And of course, if you need further help you can always drop into the Evennia chatroom or post a question in our forum/mailing list!

      posted in How-Tos
      Griatch
      Griatch
    • RE: Getting Young Blood Into MU*'ing

      This thread has focused heavily on players. Rightly so - getting new players is of course very important.

      But as one member of the comparably small clique of server-developers in here, let me add a brighter (if of course anecdotal) note and say that there is actually an influx of new developer blood coming into the hobby too. In the Evennia support channel I get to greet new faces all the time.

      Many of these new people of course have an existing background in different genres of MU-dom: They want to make their own twitchy MUD, the next Arx or the next great MUSH-style game. Some are new only because they played MUDs 30 years ago and had forgotten about them until now.

      But in this constant trickle of newcomers are also fresh faces; people wanting to learn to program or to make a game and having found out about MU thinks that it's just the ticket. Some of them are in-parallel playing their first MU and are seeing the possibilities for their own creations. Admittedly, MUs are not always the goal - some want to use the medium for educational games, children games or even to connect over something with their kids. Others want to learn game development in general or to use this experience as a stepping-stone towards becoming a professional programmer or game dev. But regardless of their motivation, they are still all pouring their creativity into creating MU-related code.

      Many - most - of these fresh-faced devs will not create something you can ever play. But that doesn't change the fact they keep trickling in, that they are creating and that they are trying.

      I think that's worthy of some optimism, at least.

      posted in Mildly Constructive
      Griatch
      Griatch
    • Evennia 0.8 released

      alt texthttps://evennia.blogspot.com/2018/09/evennia-08-released.html

      After a year of work and some 540 commits from almost 20 contributors, Evennia version 0.8 is out!

      Enjoy!
      .
      Griatch

      posted in MU Code
      Griatch
      Griatch
    • Evennia 0.9.5 released!

      evennia screenshot
      top left: Evennia server running. Top right: Default website. Bottom left: HTML5 webclient. Bottom right: Telnet client (tintin++).

      Evennia is a Python MUD/MU* creation library and framework. This is an intermediary release, leading up to the future v1.0. If you have followed the Evennia master branch, this will not be much change code-wise, but compared to 0.9, there are a lot of new features, fixes and improvements!

      The main feature is otherwise on the 'meta' level in that we have moved to a static documentation and have overhauled evennia.com.

      Check out the dev blog post for more details: http://evennia.blogspot.com/2020/11/evennia-095-released.html

      posted in Adver-tis-ments
      Griatch
      Griatch
    • RE: Arx on github

      I have put together a step-by-step instruction for installing and running this open-source version of Arx (as of Aug 12, 2018) with latest master-branch Evennia. I make some minor changes to have it comply with latest Evennia structure. Hope it can be of use and thanks again to Tehom for releasing the sources!

      https://github.com/evennia/evennia/wiki/Arxcode-installing-help

      posted in MU Code
      Griatch
      Griatch
    • Evennia 0.7 is out

      Evennia 0.7 was just released. Evennia is a MU* creation library in Python. People here on MU soapbox might be most familiar with it being the engine running Arx.

      There are a ton of updates and fixes. Many are technical and of more interest to those already into Evennia; here are some of more general interest:

      • Evennia separates Player objects from Character objects in that the former is an OOC entity that can puppet one or more of the latter. The name Player was a source of some confusion since this is used differently in other code bases. Player has now been renamed to Account to make its function clearer.
      • Evennia's in-built website now uses our own theme and bootstrap under the hood to make it easier to modify as well as rescale it better on mobile devices (webclient is not updated at this point).
      • Shared logins between webclient and website, with the ability to log out of each independently of the other if so desired.
      • Prefix-ignoring - All default commands are now renamed without their @-prefixes. Both @examine, +examine or examine will now all point to the same command. You can customize which prefixes Evennia simply ignores when searching for a command. The mechanic is clever though - if you create a command with a specific key "+foo", then that will still work and won't clash with another command named just "foo". This idea was borrowed from @faraday's Ares system.
      • Easy pause mechanisms using yield statements directly in Command code (just do yield 10 in your command code to have it pause ten seconds without blocking anyone else). You can also do retval = yield "Do you want to accept?" and have the command pause (non-blocking) for the player's input before continuing.

      New contribs (optional plugins) (selection, new since 0.6 but many have been available on master branch for a while):

      • The optional In-Game-Python contrib by Vincent le Geoff might be of interest to people here. It allows for coding and scripting in-game using full-fledged Python to make events and triggers. It's not a safe softcode-style language (you have the full power of Python which is not good for untrusted users) but is intended for trusted builders to make complex scripting from the command line.
      • Wilderness/maps - Creation of dynamic or static maps based on ascii-maps for dynamically creating rooms and to show when moving around. (titeuf87, Cloud Keeper)
      • Full turn-based combat system, meant to expand for a desired system (battlejenkins)
      • Alternative Unix-style command base for Evennia, for those that prefer to enter commands like you do on the unix command line (with --flags etc) (Vincent le Geoff)
      • Multidescer, which together with Evennia's nick replacement system can be heavily customized in-game (me).
      • Mail - a @brandymail-style in-game mail-system (grungies1138)
      • Clothing system, for layered outfits adding to the wearer's desc when worn (battlejenkins).

      ... And much more. See the release post on the Evennia mailing list for gritty details.
      .
      Griatch

      posted in Adver-tis-ments
      Griatch
      Griatch
    • Blog post about inline building in upcoming Evennia 0.8

      https://evennia.blogspot.com/2018/08/inline-building-in-upcoming-evennia-08.html

      This might be of interest to those using Evennia for their projects.
      .
      Griatch

      posted in MU Code
      Griatch
      Griatch

    Latest posts made by Griatch

    • Evennia 4.0 released

      I've not posted here in a while, but just had a new release. Evennia, the Python MU* creation system, is moving forward, now at version 4.0.0 (we follow semantic versioning).

      Release post

      Evennia 4.0.0

      March 17, 2024

      Major release. Check out for backwards-incompatible changes below.

      Version updates

      • Feature: Support Python 3.12 (Griatch). Currently supporting 3.10,3.11 and 3.12. Note that 3.10 support will be removed in a future release.
      • Feature: Update evennia[extra] scipy dependency to 1.12 to support latest Python. Note that this may change which (equivalent) path is being picked when following an xyzgrid contrib pathfinding.
        Backwards incompatible changes
      • Feature: Backwards incompatible: DefaultObject.get_numbered_name now gets object's name via .get_display_name for better compatibility with recog systems.
      • Feature: Backwards incompatible: Removed the (#dbref) display from DefaultObject.get_display_name, instead using new .get_extra_display_name_info method for getting this info. The Object's display template was extended for optionally adding this information. This makes showing extra object info to admins an explicit action and opens up get_display_name for general use.
      • Fix: (partly Backwards incompatible depending on your usage): DefaultObject.get_numbered_name used .name instead of
        .get_display_name before, which broke recog systems.

      New features

      • Feature: Add ON_DEMAND_HANDLER.set_dt(key, category, dt) and .set_stage(key, category, stage) to allow manual tweaking of task timings, for example for a spell speeding a plant's growth (Griatch)
      • Feature: Add ON_DEMAND_HANDLER.get_dt/stages(key,category, **kwargs), where the kwargs are passed into any stage-callable defined with the stages. (Griatch)
      • Feature: Add use_assertequal kwarg to the EvenniaCommandTestMixin testing class; this uses django's assertEqual over the default more lenient checker, which can be useful for testing table whitespace (Griatch)
      • Feature: New utils.group_objects_by_key_and_desc for grouping a list of objects based on the visible key and desc. Useful for inventory listings (Griatch)
      • Feature: Add DefaultObject.get_numbered_name return_string bool kwarg, for only returning singular/plural based on count instead of a tuple with both (Griatch)

      Bug and security fixes

      • Fix Removed the @reboot alias to @reset to not mislead people into thinking you can do a portal+server reboot from in-game (you cannot) (Griatch)
      • Fix: Refactor Clothing contrib's inventory command align with Evennia core's version (michaelfaith84, Griatch)
      • Fix: Limiting search by tag didn't take search-string into account (Griatch)
      • Fix: SSH connection caused a traceback in protocol (Griatch)
      • Fix: Resolve a bug when loading on-demand-handler data from database (Griatch)
      • Security: Potential O(n2) regex exploit in rpsystem regex (Griatch)
      • Security: Fix potential redirect vulnerability in character page redirect (Griatch)
      • Doc fixes (iLPdev, Griatch, CloudKeeper)
      posted in Game Development
      Griatch
      Griatch
    • Upcoming Evennia plans for 2021

      http://evennia.blogspot.com/2021/01/happy-new-years-2021-evennia-things-to.html?m=1

      A happy-new-years-blog post summing up some of the new things being worked on for the Python MU development system Evennia in 2021!

      posted in Adver-tis-ments
      Griatch
      Griatch
    • RE: Evennia 0.9.5 released!

      I completely forgot to check back on this thread, but people seem to have replied to upcoming questions just fine already. 🙂
      You can also find a summary of what Evennia is under the Overview section on the main https://www.evennia.com homepage.
      .
      Griatch

      posted in Adver-tis-ments
      Griatch
      Griatch
    • RE: Seeking DIY Advice

      @phase-face

      Whereas you ask some good specific questions about design, I would like to be a little more generic and add that the main thing for any hobby project is to get to something playable before your determination runs out or your hard drive crashes.

      In a hobby/free-time-driven game development process, 99.99% of good ideas never lead to a game people can actually play. People in this thread have good specific advice - you should heed those you like. But I'd suggest not covering all bases immediately - planning is fine but you need to eventually do something, create something you can show off. A sort of save-point you can continue from should the unforeseen happen and you have to take a break from your project.

      Keep your grand plans in mind but strip most of them away for your first version - you will often find even 'must-have' features are not so must-have once you realize other things are not yet in place. The 'perpetual beta' is a tried and true concept for a reason; not assuming (indeed knowing) that your first few versions will be incomplete and imperfect can be quite liberating and allow you to get something out sooner.

      posted in Mildly Constructive
      Griatch
      Griatch
    • RE: Evscaperoom - a full playable multiplayer 'escape room' in Evennia with a layered story and multiple endings!

      @tce said in Evscaperoom - a full playable multiplayer 'escape room' in Evennia with a layered story and multiple endings!:

      Oh, hey. This reminds me of the quests from DragonMUD and gives me all kinds of nostalgia fuzzies 🙂

      I never played DragonMUD but glad to hear this gives good vibes. 🙂
      .
      Griatch

      posted in Adver-tis-ments
      Griatch
      Griatch
    • RE: Evscaperoom - a full playable multiplayer 'escape room' in Evennia with a layered story and multiple endings!

      Since people have asked me about it, the Evscaperoom can nowadays be played in the browser at https://demo.evennia.com or via telnet at demo.evennia.com port 4000. After you connect, just write evscaperoom in the first room to start!

      Please read the help carefully, due to the restrictions of the format (read my dev blog above for more info), this does not play quite like a normal MU* does.

      Plenty of people have tried (and seem to have enjoyed) this, both trying to solve the puzzles and trying to deduce what the heck is actually going on in that little village by the highway. It's really fun to see people use the multi-player aspect to join a room in pairs/groups to solve it together too!

      posted in Adver-tis-ments
      Griatch
      Griatch
    • Evennia 0.9.5 released!

      evennia screenshot
      top left: Evennia server running. Top right: Default website. Bottom left: HTML5 webclient. Bottom right: Telnet client (tintin++).

      Evennia is a Python MUD/MU* creation library and framework. This is an intermediary release, leading up to the future v1.0. If you have followed the Evennia master branch, this will not be much change code-wise, but compared to 0.9, there are a lot of new features, fixes and improvements!

      The main feature is otherwise on the 'meta' level in that we have moved to a static documentation and have overhauled evennia.com.

      Check out the dev blog post for more details: http://evennia.blogspot.com/2020/11/evennia-095-released.html

      posted in Adver-tis-ments
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    • RE: Web portals and scenes and grids oh my!

      @Ifrit This thread have more steered towards Ares implementation and use, but to reply to the original post - a scene-system would work well to implement in Evennia and would of course be useful to have as a contrib. Some, like Pax, already considered/worked on it but I don't think there is a complete system available at this time.

      ... But even so, Evennia and its contribs tend to be more developer/toolbox-centric. If the goal was more Ares-like plug-and-play one would need to release things as a gamestyle-specific Evennia game-dir (like Arx did for Arxcode, but with a bit more polish for reuse).

      posted in Game Development
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    • RE: Evennia (Arx) webclient feedback

      As long as the client retains the same session token, the Evennia webclient will log you back in where you were without need for a login process, even if you drop. But yeah, you will potentially miss stuff happening in the interim.

      We don't store the client input history with the session today, but that's certainly something that we could do, it would make for a good usability boost. It'd not be impossible to store a buffer of the last X time's input/output either (since Evennia's input/output format is generalized you could even store OOB messages intended to update your client or, say, button-presses until you reconnect).
      There is a quite extensive updates to the Evennia Session system coming and that would make something like this easier to implement. It not something I had planned but I could see the appeal of it.
      .
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      posted in Mildly Constructive
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    • RE: C.O.D.E.S.: Looking for testers

      @The-Sands There is no reason not to allow people to chat, read help files etc while in a menu, as long as the commands don't clash with the menu's commands one could in principle have access to all normal commands, if so desired. A menu is just a CmdSet after all.

      posted in Adver-tis-ments
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