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authorSacha Chua <sacha@sachachua.com>2020-10-22 00:49:30 -0400
committerSacha Chua <sacha@sachachua.com>2020-10-22 00:51:38 -0400
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First try at schedule
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+# Pathing of Least Resistance
+Sunday, Nov 29 2020, 2:22 PM - 2:42 PM
+Corwin Brust
+
+We hope the dungeon-mode project will eventually support three primary
+use-cases related to editing/designing, playing and running/hosting
+RPG games. In a "vanilla" game, characters descend from the "General
+Store" (the one safe haven available) into the dungeon, a (nominally)
+underground labyrinth of unknown dimensions with generally asocial
+occupants and occasional bits of treasure.
+
+Players can track (as long as the "lights" stay on) the location of
+their party of characters via a process we usually call "mapping".
+This has usually involved the dungeon master "calling out" the shape
+of the map level as the party, in turn, calls out their route or
+"pathing" decisions.
+
+ DUNGEON-MASTER
+ "Corridor East-West"
+ PARTY-LEADER
+ "West"
+ DUNGEON-MASTER
+ "Ten feet, corridor ends goes South"
+ PARTY-LEADER
+ "South"
+ DUNGEON-MASTER
+ "Step into an area. It's a
+ twenty-by-twenty area extending
+ West, with exits in the Western
+ part of the southern wall and the
+ Southern part of the eastern wall."
+ **rolls dice**
+ "Nothing waiting in the area"
+
+Mapping quickly emerged as a focal point for development. Especially,
+we were to excited to try creating an 'on-the-fly' graphical
+representation of the map that could respond to changing in-game
+circumstances. (Oops, all your Elves are dead. Where'd the secret
+doors go?)
+
+During this 20m talk I'll provide a couple of reference points on
+Emacs's image and especially SVG rendering capabilities, then
+introduce a series of proofs-of-concept focusing on our experience
+using core libraries such as \`svg.el' to make them.
+
+As of submitting abstracts, these include
+
+- "DM map view" - select and render a complete game map,
+- "play mode map" - progressively render maps based on game action,
+- "battle-board" - track damage taken by player characters, and
+- "character-sheet" - a graphical character sheet
+- "previews" - view map tiles when hovering their draw code in org
+- "sketch" - a "click-to-draw" experiment
+
+For an advanced peek please see our git repository (but note we're
+moving to Savannah soon). We'll be talking first about [map.el](https://github.com/dungeon-mode/game/blob/master/src/dm-map.el),
+especially \`dm-map-draw' and helpers. A few sample game maps this can
+render are available as org-mode documents in the [Docs/Maps](https://github.com/dungeon-mode/game/blob/master/Docs/Maps) folder.
+
+Those interested could compare functions between dm-map.el and
+[dm-draw.el](https://github.com/dungeon-mode/game/blob/master/src/dm-draw.el), which is an incomplete rewrite of the "SVG rendering"
+functions used only by [dm-sketch.el](https://github.com/dungeon-mode/game/blob/master/src/dm-sketch.el) (so far). Hopefully, it will be
+writing our "sketches" back out to org docs in time for the
+conference.
+
+Note on github:
+The project is transitioning to Savannah. Please watch for
+redirects/moved notices when using these links.
+
+
+
+
+Back to the [[schedule]]
+
+All times are approximate, and we might shuffle talks around as needed. Please check https://emacsconf.org/2020 a few days before the start of the conference for instructions on how to watch and participate.
+<!-- automatically generated from submissions.org --->
+[[!meta title="Pathing of Least Resistance"]]