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authorSacha Chua <sacha@sachachua.com>2020-11-10 13:34:03 -0500
committerSacha Chua <sacha@sachachua.com>2020-11-10 13:34:03 -0500
commitfc01255025f3270df0f275055b3c18b1cb2d00f0 (patch)
tree5e1596af00a00e702c6619aeaf2e982afbedd39c /2020/schedule/29.md
parentae5c1f030b9c43a3ebae981bc2295bcabae5fc10 (diff)
downloademacsconf-wiki-fc01255025f3270df0f275055b3c18b1cb2d00f0.tar.xz
emacsconf-wiki-fc01255025f3270df0f275055b3c18b1cb2d00f0.zip
Let's try it with individual info pages that are included
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@@ -5,79 +5,9 @@ Back to the [[schedule]]
Previous: <a href="/2020/schedule/28">Welcome To The Dungeon</a>
Next: <a href="/2020/schedule/30">A tour of vterm</a>
+Sunday, Nov 29 2020, 2:22 PM - 2:42 PM EST / 11:22 AM - 11:42 AM PST / 7:22 PM - 7:42 PM UTC / 8:22 PM - 8:42 PM CET / 3:22 AM - 3:42 AM +08
-# Pathing of Least Resistance
-Sunday, Nov 29 2020, 2:22 PM - 2:42 PM EST / 11:22 AM - 11:42 AM PST / 7:22 PM - 7:42 PM UTC / 8:22 PM - 8:42 PM CET / 3:22 AM - 3:42 AM +08
-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.
-
-
-
-
+[[!inline pages="../info/29" raw="yes"]]
Back to the [[schedule]]
Previous: <a href="/2020/schedule/28">Welcome To The Dungeon</a>