@acharles said:
I find it interesting that this thread lacks people describing their experience with using Evennia to do exactly the things people are suggesting it can't do.
For example, I spent a few hours setting up an Evennia server (most of the time was reading lots of excellent docs, thanks @Griatch). I then had a friend connect and I gave them Builder permissions. She then proceeded to build rooms with exits using the default builder commands that look a lot like MUX style commands. And all of this without either of us having to write any python code at all.
If what you want is to be able to have a game where people can build and describe rooms and objects, then Evennia out of the box is sufficient. The only thing that requires python is customizing objects with 'logic' that isn't already defined out of the box.
I don't think that's the issue. Online building has been ubiquitous in mudding for twenty years. From TinyMud to MOO to LPMud and even most Dikumud derivatives. I'd be hard pressed to find one running today that didn't support online building. I'm quite sure Evennia is just as capable in that regard.
One issue that might be troublesome is how Mush operates. Unlike MOO, LPMud, Cold, or Dikumuds (with their DGScripts or Mobprogs), which separate the command interface from the language compiler/parser, the Mush command interface IS the Mushcode interpreter. This is analogous to presenting the Evennia user with the Python shell on login. For all practical purposes every player that logs into a Mush is in an "interpreter shell". Whether they do so or not, Mushcode can be embedded into the commands they execute. This unusual design is probably why you see very few attempts at writing a Mush parser.