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-rw-r--r--2020/submissions.org121
-rw-r--r--2020/subtitles/emacsconf-2020--28-welcome-to-the-dungeon--erik-elmshauser-corwin-brust-autogen.vtt5075
2 files changed, 1860 insertions, 3336 deletions
diff --git a/2020/submissions.org b/2020/submissions.org
index 5d7416f7..14aef5a1 100644
--- a/2020/submissions.org
+++ b/2020/submissions.org
@@ -168,6 +168,7 @@ execute the buffer, update the talk's info/TALKID.md file.
:MIN_TIME_SUM: 880
:TARGET_TIME: 768
:DIFFERENCE: Needs: 112
+:CUSTOM_ID: submissions
:END:
** NOVEMBER 28 (Saturday) :sat:
@@ -182,6 +183,8 @@ SCHEDULED: <2020-11-28 Sat 09:00-09:30>
:TALK_ID: 00
:ROOM: A
:DURATION: 7:04
+:SLUG: 00
+:TIME: 8
:END:
*** 9:30 - 12:00 User talks :morning:
@@ -224,6 +227,9 @@ SCHEDULED: <2020-11-28 Sat 09:33-09:37>
:CUSTOM_ID: talk01
:TALK_ID: 01
:DURATION: 3:58
+:SLUG: 01
+:TIME: 4
+:DATE_SUBMITTED: 2020-10-05
:END:
Name: Sacha Chua
@@ -294,6 +300,9 @@ SCHEDULED: <2020-11-28 Sat 09:40-10:00>
:CUSTOM_ID: talk02
:TALK_ID: 02
:DURATION: 24:15
+:SLUG: 02
+:TIME: 25
+:DATE_SUBMITTED: 2020-10-06
:END:
Name: Leo Vivier
@@ -368,6 +377,9 @@ SCHEDULED: <2020-11-28 Sat 10:03-10:13>
:TALK_ID: 03
:PREREC: done, live Q&A
:DURATION: 14:50
+:SLUG: 03
+:TIME: 15
+:DATE_SUBMITTED: 2020-09-02
:END:
Name: Bala Ramadurai
@@ -458,6 +470,9 @@ SCHEDULED: <2020-11-28 Sat 10:16-10:26>
:CUSTOM_ID: talk04
:TALK_ID: 04
:DURATION: 8:26
+:SLUG: 04
+:TIME: 9
+:DATE_SUBMITTED: 2020-10-06
:END:
Name: Jonathan Gregory
@@ -520,6 +535,9 @@ SCHEDULED: <2020-11-28 Sat 10:29-10:45>
:CUSTOM_ID: talk05
:TALK_ID: 05
:DURATION: 29:50
+:SLUG: 05
+:TIME: 30
+:DATE_SUBMITTED: 2020-10-07
:END:
Name: Grant Shangreaux
@@ -589,6 +607,9 @@ SCHEDULED: <2020-11-28 Sat 10:48-10:58>
:CUSTOM_ID: talk06
:TALK_ID: 06
:DURATION: 13:41
+:SLUG: 06
+:TIME: 14
+:DATE_SUBMITTED: 2020-10-02
:END:
Name: Corwin Brust
@@ -642,6 +663,9 @@ SCHEDULED: <2020-11-28 Sat 11:01-11:21>
:CUSTOM_ID: talk07
:TALK_ID: 07
:DURATION: 22:05
+:SLUG: 07
+:TIME: 23
+:DATE_SUBMITTED: 2020-10-10
:END:
Name: Sid Kasivajhula
@@ -736,6 +760,9 @@ SCHEDULED: <2020-11-28 Sat 11:24-11:44>
:CUSTOM_ID: talk08
:TALK_ID: 08
:DURATION: 17:19
+:SLUG: 08
+:TIME: 18
+:DATE_SUBMITTED: 2020-09-25
:END:
Name: Andrew Tropin
@@ -808,6 +835,9 @@ fair use.
:CUSTOM_ID: talk21
:TALK_ID: 21
:DURATION: 47:08
+ :SLUG: 21
+ :TIME: 48
+ :DATE_SUBMITTED: 2020-10-05
:END:
Name: Eduardo Ochs
@@ -950,6 +980,9 @@ SCHEDULED: <2020-11-28 Sat 12:00-13:00>
:CUSTOM_ID: talk09
:TALK_ID: 09
:DURATION: 14:09
+ :SLUG: 09
+ :TIME: 15
+ :DATE_SUBMITTED: 2020-10-05
:END:
Name: Rainer König
@@ -1035,6 +1068,9 @@ fair use.
:CUSTOM_ID: talk10
:TALK_ID: 10
:DURATION: 8:18
+ :SLUG: 10
+ :TIME: 9
+ :DATE_SUBMITTED: 2020-09-25
:END:
Name: Andrea
@@ -1100,6 +1136,9 @@ fair use.
:CUSTOM_ID: talk11
:TALK_ID: 11
:DURATION: 15:18
+ :SLUG: 11
+ :TIME: 16
+ :DATE_SUBMITTED: 2020-10-07
:END:
Name: Aldric
@@ -1156,6 +1195,9 @@ fair use.
:CUSTOM_ID: talk12
:TALK_ID: 12
:DURATION: 16:38
+ :SLUG: 12
+ :TIME: 17
+ :DATE_SUBMITTED: 2020-10-06
:END:
Name: Leo Vivier
@@ -1231,6 +1273,9 @@ SCHEDULED: <2020-11-28 Sat 14:05-14:15>
:CUSTOM_ID: talk13
:TALK_ID: 13
:DURATION: 12:05
+:SLUG: 13
+:TIME: 13
+:DATE_SUBMITTED: 2020-10-07
:END:
Name: Joseph Corneli, Raymond Puzio, and Cameron Ray Smith
@@ -1309,6 +1354,9 @@ SCHEDULED: <2020-11-28 Sat 14:18-14:38>
:TALK_ID: 14
:PREREC: done
:DURATION: 19:41
+:SLUG: 14
+:TIME: 20
+:DATE_SUBMITTED: 2020-09-23
:END:
Name: Adam Ard
@@ -1370,6 +1418,9 @@ SCHEDULED: <2020-11-28 Sat 14:41-14:51>
:CUSTOM_ID: talk15
:TALK_ID: 15
:DURATION: 25:00
+:SLUG: 15
+:TIME: 25
+:DATE_SUBMITTED: 2020-10-07
:END:
Name: Adolfo Villafiorita
@@ -1433,6 +1484,9 @@ SCHEDULED: <2020-11-28 Sat 14:54-15:14>
:CUSTOM_ID: talk16
:TALK_ID: 16
:DURATION: 21:56
+:SLUG: 16
+:TIME: 22
+:DATE_SUBMITTED: 2020-10-06
:END:
Name: Leo Vivier
@@ -1513,6 +1567,9 @@ SCHEDULED: <2020-11-28 Sat 15:17-15:37>
:CUSTOM_ID: talk17
:TALK_ID: 17
:DURATION: 21:15
+:SLUG: 17
+:TIME: 22
+:DATE_SUBMITTED: 2020-10-10
:END:
Name: Noorah Alhasan
@@ -1595,6 +1652,9 @@ SCHEDULED: <2020-11-28 Sat 15:40-16:00>
:CUSTOM_ID: talk18
:TALK_ID: 18
:DURATION: 21:26
+:SLUG: 18
+:TIME: 22
+:DATE_SUBMITTED: 2020-10-06
:END:
Name: Leo Vivier
@@ -1680,6 +1740,9 @@ SCHEDULED: <2020-11-28 Sat 16:03-16:13>
:CUSTOM_ID: talk19
:TALK_ID: 19
:DURATION: 8:13
+:SLUG: 19
+:TIME: 9
+:DATE_SUBMITTED: 2020-10-02
:END:
Name: Brett Gilio
@@ -1744,6 +1807,9 @@ SCHEDULED: <2020-11-28 Sat 16:16-16:36>
:CUSTOM_ID: talk20
:TALK_ID: 20
:DURATION: 22:50
+:SLUG: 20
+:TIME: 23
+:DATE_SUBMITTED: 2020-10-09
:END:
Name: Corwin Brust
@@ -1807,6 +1873,8 @@ SCHEDULED: <2020-11-28 Sat 16:30-17:00>
:TALK_ID: 40
:CUSTOM_ID: talk40
:DURATION: 15:47
+:SLUG: 40
+:TIME: 16
:END:
** NOVEMBER 29 (Sunday) :sun:
@@ -1820,6 +1888,8 @@ SCHEDULED: <2020-11-29 Sun 09:00-09:10>
:TALK_ID: 41
:CUSTOM_ID: talk41
:DURATION: 11:47
+:SLUG: 41
+:TIME: 12
:END:
*** 9:10 - 12:00 Morning talks :morning:
@@ -1857,6 +1927,8 @@ SCHEDULED: <2020-11-29 Sun 09:00-09:10>
:CUSTOM_ID: talk38
:PREREC: done
:DURATION: 5:07
+ :SLUG: 38
+ :TIME: 6
:END:
***** Talk information
@@ -1873,6 +1945,9 @@ SCHEDULED: <2020-11-29 Sun 09:33-09:53>
:CUSTOM_ID: talk22
:TALK_ID: 22
:DURATION: 29:06
+:SLUG: 22
+:TIME: 30
+:DATE_SUBMITTED: 2020-09-22
:END:
Name: Musa Al-hassy
@@ -1993,6 +2068,9 @@ SCHEDULED: <2020-11-29 Sun 09:56-10:46>
:CUSTOM_ID: talk23
:TALK_ID: 23
:DURATION: 43:54
+:SLUG: 23
+:TIME: 44
+:DATE_SUBMITTED: 2020-10-06
:END:
Name: Tuấn-Anh Nguyễn
@@ -2060,6 +2138,9 @@ SCHEDULED: <2020-11-29 Sun 10:49-11:09>
:TALK_ID: 24
:PREREC: done
:DURATION: 20:46
+:SLUG: 24
+:TIME: 21
+:DATE_SUBMITTED: 2020-09-25
:END:
Name: Andrea
@@ -2135,6 +2216,9 @@ SCHEDULED: <2020-11-29 Sun 11:12-11:22>
:TALK_ID: 25
:PREREC: done
:DURATION: 9:52
+:SLUG: 25
+:TIME: 10
+:DATE_SUBMITTED: 2020-08-30
:END:
Name: Zen Monk Alain M. Lafon
@@ -2208,9 +2292,11 @@ fair use.
:AVAILABILITY: tbd
:NAME: Richard Stallman
:DURATION: 53:38
+ :SLUG: 39
+ :TIME: 54
:END:
-**** Talk information
+***** Talk information
TBD - plans for a NonGNU ELPA that will be easy to enable and contribute to without signing copyright assignment papers
@@ -2261,6 +2347,9 @@ SCHEDULED: <2020-11-29 Sun 13:03-13:13>
:TALK_ID: 26
:PREREC: done
:DURATION: 14:57
+:SLUG: 26
+:TIME: 15
+:DATE_SUBMITTED: 2020-10-01
:END:
Name: Pierce Wang
@@ -2338,6 +2427,9 @@ SCHEDULED: <2020-11-29 Sun 13:16-13:26>
:PREREC: done
:TALK_ID: 27
:DURATION: 21:26
+:SLUG: 27
+:TIME: 22
+:DATE_SUBMITTED: 2020-10-05
:END:
Hello,
@@ -2409,6 +2501,9 @@ SCHEDULED: <2020-11-29 Sun 13:29-14:19>
:QA: rtmp
:TALK_ID: 28
:DURATION: 9:00
+:SLUG: 28
+:TIME: 9
+:DATE_SUBMITTED: 2020-10-02
:END:
Name: Erik Elmshauser and Corwin Brust
@@ -2482,6 +2577,9 @@ SCHEDULED: <2020-11-29 Sun 14:22-14:42>
:CUSTOM_ID: talk29
:QA: rtmp
:TALK_ID: 29
+:SLUG: 29
+:DATE_SUBMITTED: 2020-10-02
+:TIME: 20
:END:
Name: Erik Elmshauser and Corwin Brust (mplsCorwin)
@@ -2599,6 +2697,9 @@ SCHEDULED: <2020-11-29 Sun 14:45-14:55>
:TALK_ID: 30
:PREREC: done
:DURATION: 11:30
+:TIME: 10
+:SLUG: 30
+:DATE_SUBMITTED: 2020-10-06
:END:
Name: Gabriele Bozzola (@sbozzolo)
@@ -2653,12 +2754,15 @@ SCHEDULED: <2020-11-29 Sun 14:58-15:14>
:PROPERTIES:
:MAX_TIME: 16
:MIN_TIME: 16
+:DATE_SUBMITTED: 2020-10-06
:AVAILABILITY: Central time, 10am EST-5pm EST
:NAME: Grant Shangreaux
:CUSTOM_ID: talk31
:TALK_ID: 31
:PREREC: done
:DURATION: 16:50
+:SLUG: 31
+:TIME: 16
:END:
Name: Grant Shangreaux
@@ -2736,6 +2840,9 @@ SCHEDULED: <2020-11-29 Sun 15:17-15:41>
:TALK_ID: 32
:PREREC: planned
:DURATION: 23:57
+:SLUG: 32
+:DATE_SUBMITTED: 2020-10-02
+:TIME: 24
:END:
Name: Eric Abrahamsen
@@ -2803,6 +2910,9 @@ SCHEDULED: <2020-11-29 Sun 15:44-16:04>
:CUSTOM_ID: talk33
:TALK_ID: 33
:DURATION: 39:16
+:SLUG: 33
+:DATE_SUBMITTED: 2020-10-05
+:TIME: 40
:END:
Name: Fermin MF
@@ -2868,6 +2978,9 @@ SCHEDULED: <2020-11-29 Sun 16:07-16:30>
:TALK_ID: 34
:QA: irc
:DURATION: 22:22
+:SLUG: 34
+:DATE_SUBMITTED: 2020-10-02
+:TIME: 23
:END:
Name: Matthew Zeng
@@ -2926,6 +3039,9 @@ SCHEDULED: <2020-11-29 Sun 16:33-16:43>
:PREREC: done
:QA: live
:DURATION: 16:02
+:SLUG: 35
+:DATE_SUBMITTED: 2020-10-06
+:TIME: 16
:END:
Name: Zachary Kanfer
@@ -2988,6 +3104,8 @@ SCHEDULED: <2020-11-29 Sun 16:30-17:00>
:TALK_ID: 42
:CUSTOM_ID: talk42
:DURATION: 36:29
+:SLUG: 42
+:TIME: 36
:END:
* Withdrawn
@@ -3003,6 +3121,7 @@ SCHEDULED: <2020-11-29 Sun 16:30-17:00>
:NAME: Corwin Brust
:CUSTOM_ID: talk36
:TALK_ID: 36
+ :SLUG: 36
:END:
#+begin_quote
diff --git a/2020/subtitles/emacsconf-2020--28-welcome-to-the-dungeon--erik-elmshauser-corwin-brust-autogen.vtt b/2020/subtitles/emacsconf-2020--28-welcome-to-the-dungeon--erik-elmshauser-corwin-brust-autogen.vtt
index 0d7a296c..24c1910c 100644
--- a/2020/subtitles/emacsconf-2020--28-welcome-to-the-dungeon--erik-elmshauser-corwin-brust-autogen.vtt
+++ b/2020/subtitles/emacsconf-2020--28-welcome-to-the-dungeon--erik-elmshauser-corwin-brust-autogen.vtt
@@ -193,7 +193,7 @@ ERIK: Cool. Well, let's begin here.
Welcome to the dungeon, everybody.
00:04:37.840 --> 00:04:38.320
-As you're aware, I'm Erik,
+As you're aware, I'm Erik and this is Corwin,
00:04:38.320 --> 00:04:43.040
and this is the Dungeon project that we've been working on
@@ -226,8 +226,7 @@ most of the commercial role-playing games
that you have heard of or maybe tried out
00:05:07.919 --> 00:05:11.919
-from various stores and friends, what
-have you.
+from various stores and friends, what have you.
00:05:11.919 --> 00:05:14.800
So one of the first things we want to talk about is:
@@ -272,12 +271,10 @@ So that's kind of why we like it,
but also it makes it a tricky problem
00:06:08.533 --> 00:06:12.567
-when it comes to writing a computer game
-to mimic
+when it comes to writing a computer game to mimic
00:06:12.567 --> 00:06:16.400
-the game that we played with paper and
-dice around a table.
+the game that we played with paper and dice around a table.
00:06:16.400 --> 00:06:24.000
CORWIN: So when we look at it as kind of a technology problem... Whoops...
@@ -310,7 +307,7 @@ Specifically, I learned it from Corwin when I was 7 or 8.
CORWIN: Yeah, that's where... that's my cue in, right?
00:07:09.599 --> 00:07:14.560
-My folks and Erik's folks were were really tight.
+My folks and Erik's folks were really tight.
00:07:14.560 --> 00:07:17.360
They used to run science fiction conventions together.
@@ -340,8 +337,7 @@ basically we've also been into playing with computers.
Over the years, we've worked with many, many different systems.
00:07:56.720 --> 00:07:59.700
-We've played with Ataris, Apples, and
-Amigas
+We've played with Ataris, Apples, and Amigas
00:07:59.700 --> 00:08:03.567
for a long time before either of us got PC clones
@@ -359,8 +355,7 @@ So we also always thought, like,
how is it that we can use these cool computers that we're into
00:08:22.639 --> 00:08:25.967
-to build this Dungeon game that we're
-into?
+to build this Dungeon game that we're into?
00:08:25.967 --> 00:08:28.319
'Cause that's what you do, right?
@@ -588,4195 +583,2605 @@ in order to recreate the Dungeon experience that we had
with paper and dice sitting around a
00:13:01.279 --> 00:13:05.600
-table when we were kids
+table when we were kids.
-00:13:05.600 --> 00:13:09.680
-and
+00:13:02.160 --> 00:13:12.570
+And, I mean, we've, you know, it took a while for us to kind of
-00:13:09.680 --> 00:13:12.079
-I mean we you know it took a while for
+00:13:12.570 --> 00:13:15.870
+tease apart the problem in a way where we could actually
-00:13:12.079 --> 00:13:13.839
-us to kind of
+00:13:15.870 --> 00:13:19.370
+list out all of the features, like, what are the problems
-00:13:13.839 --> 00:13:16.079
-tease apart the problem in a way where
+00:13:19.370 --> 00:13:22.160
+we have to solve and how do we solve them?
-00:13:16.079 --> 00:13:18.000
-we could actually list out all of the
+00:13:27.160 --> 00:13:31.050
+So, creating any free software, any self-organizing free
-00:13:18.000 --> 00:13:19.120
-features like
+00:13:31.050 --> 00:13:34.740
+software project is challenging to start with, and we're
-00:13:19.120 --> 00:13:20.959
-what are the problems we have to solve
+00:13:34.740 --> 00:13:38.530
+generally people with a bunch of other responsibilities by
-00:13:20.959 --> 00:13:27.760
-and how do we solve them
+00:13:38.530 --> 00:13:43.570
+the time we get to it. So, it's not just, hey, you know,
-00:13:27.760 --> 00:13:30.959
-so creating any free software any
+00:13:43.570 --> 00:13:48.350
+the general herding cats, it's, you know, trying to make it
-00:13:30.959 --> 00:13:33.040
-self-organizing free software project
+00:13:48.350 --> 00:13:50.160
+a part of your life, too.
-00:13:33.040 --> 00:13:36.000
-is is challenging to start with and
+00:13:52.160 --> 00:13:56.570
+That being kind of a, you know, challenging battle, we kind
-00:13:36.000 --> 00:13:37.200
-we're generally
+00:13:56.570 --> 00:14:00.580
+of aligned on some principles that we wanted to adhere to
-00:13:37.200 --> 00:13:38.480
-people with a bunch of other
+00:14:00.580 --> 00:14:04.160
+once we started taking the project seriously.
-00:13:38.480 --> 00:13:40.320
-responsibilities by the time we get to
+00:14:04.160 --> 00:14:10.640
+Like, you know, particularly recognizing GNU in specific as
-00:13:40.320 --> 00:13:40.560
-it
+00:14:10.640 --> 00:14:14.160
+we focus on giving back to the community.
-00:13:40.560 --> 00:13:44.000
-so it's it's not just hey
+00:14:15.160 --> 00:14:19.830
+Taking what we learned as Perl programmers and, you know,
-00:13:44.000 --> 00:13:47.040
-you know the general herding cats it's
+00:14:19.830 --> 00:14:23.920
+bringing that spirit forward into our work and maybe
-00:13:47.040 --> 00:13:47.680
-it's
+00:14:23.920 --> 00:14:28.830
+specifically support, making sure that we can, you know,
-00:13:47.680 --> 00:13:49.120
-you know trying to make it a part of
+00:14:28.830 --> 00:14:34.160
+write functions for the game in Perl if we want to.
-00:13:49.120 --> 00:13:51.040
-your life to
+00:14:35.160 --> 00:14:40.250
+And then to use the game as a vehicle to make people look
-00:13:51.040 --> 00:13:54.399
-that being kind of a
+00:14:40.250 --> 00:14:45.510
+beyond the typically open source – sorry, typically nom
-00:13:54.399 --> 00:13:57.680
-you know challenging battle we we
+00:14:45.510 --> 00:14:50.290
+inally open source at best, generally pretty closed world of
-00:13:57.680 --> 00:14:00.480
-kind of aligned on some some principles
+00:14:50.290 --> 00:14:52.160
+computer gaming.
-00:14:00.480 --> 00:14:02.639
-that we wanted to adhere to
+00:14:52.160 --> 00:14:55.260
+A lot of Windows users out there, a lot of non-free
-00:14:02.639 --> 00:14:04.079
-once we started taking the project
+00:14:55.260 --> 00:14:58.670
+communication tools, and a lot of, you know, a lot of
-00:14:04.079 --> 00:14:05.680
-seriously
+00:14:58.670 --> 00:15:02.160
+ground to cover from a free software perspective.
-00:14:05.680 --> 00:14:09.519
-like pre you know particularly
+00:15:03.160 --> 00:15:08.160
+So what can Emacs do from a gaming standpoint to open that up?
-00:14:09.519 --> 00:14:12.720
-recognizing gnu in specific as we focus
+00:15:08.160 --> 00:15:12.960
+And not to mention the hubris of the, you know, the two of
-00:14:12.720 --> 00:14:15.199
-on giving back to the community
+00:15:12.960 --> 00:15:17.600
+us with a few friends basically deciding to take on what
-00:14:15.199 --> 00:14:16.480
-taking what we learned as pearl
+00:15:17.600 --> 00:15:20.160
+amounts to a huge project.
-00:14:16.480 --> 00:14:18.240
-programmers and
+00:15:20.160 --> 00:15:24.080
+You know, we're essentially a year in now and we haven't
-00:14:18.240 --> 00:14:22.079
-you know bringing that spirit forward
+00:15:24.080 --> 00:15:29.160
+really gotten over halfway to our minimum play testable candidate.
-00:14:22.079 --> 00:14:24.320
-into into our work and maybe
+00:15:30.160 --> 00:15:34.160
+It's a work in progress. We've got a long road to go.
-00:14:24.320 --> 00:14:26.399
-specifically support making sure that we
+00:15:34.160 --> 00:15:37.310
+There's at least 50 items on the things that we think are
-00:14:26.399 --> 00:14:27.120
-can
+00:15:37.310 --> 00:15:40.390
+critical to be able to introduce it to my younger kids, for
-00:14:27.120 --> 00:14:30.639
-you know write functions for the
+00:15:40.390 --> 00:15:41.160
+example.
-00:14:30.639 --> 00:14:31.760
-game
+00:15:41.160 --> 00:15:48.650
+Okay, so we're in the accomplishments section. So we're
-00:14:31.760 --> 00:14:35.199
-in pearl if we want to
+00:15:48.650 --> 00:15:51.700
+supposed to be talking about the things that we have
-00:14:35.199 --> 00:14:38.079
-and then to use the game as a vehicle to
+00:15:51.700 --> 00:15:54.160
+succeeded in doing in our first year.
-00:14:38.079 --> 00:14:40.320
-make people look beyond
+00:15:55.160 --> 00:15:59.580
+We have succeeded in working with data in org documents,
-00:14:40.320 --> 00:14:43.360
-the
+00:15:59.580 --> 00:16:04.030
+using org mode tables to store the data that we're going to
-00:14:43.360 --> 00:14:46.800
-typically open source or sorry typically
+00:16:04.030 --> 00:16:07.160
+use in the various parts of our game.
-00:14:46.800 --> 00:14:49.600
-nominally open source at best
+00:16:07.160 --> 00:16:14.440
+And we've had a lot of success with svg.el. It started with
-00:14:49.600 --> 00:14:52.160
-generally pretty closed world of
+00:16:14.440 --> 00:16:18.130
+drawing maps and we have another talk about our mapping
-00:14:52.160 --> 00:14:54.160
-computer gaming a lot of windows users
+00:16:18.130 --> 00:16:20.160
+specifically coming up next.
-00:14:54.160 --> 00:14:55.440
-out there a lot of free
+00:16:21.160 --> 00:16:25.160
+So we'll put off some of that discussion for a separate talk.
-00:14:55.440 --> 00:14:57.519
-non-free communication tools and a lot
+00:16:25.160 --> 00:16:30.050
+But we've also succeeded in getting into a bunch of
-00:14:57.519 --> 00:14:59.760
-of
+00:16:30.050 --> 00:16:36.770
+different elements of the game where we're, you know,
-00:14:59.760 --> 00:15:01.839
-you know a lot of ground to cover from a
+00:16:36.770 --> 00:16:39.340
+making a lot of progress using this drawing engine we
-00:15:01.839 --> 00:15:03.360
-free software perspective
+00:16:39.340 --> 00:16:43.360
+developed to also draw this other thing and also draw this
-00:15:03.360 --> 00:15:05.920
-so what can Emacs do from a gaming
+00:16:43.360 --> 00:16:45.160
+other thing and also draw this other thing.
-00:15:05.920 --> 00:15:07.360
-standpoint to
+00:16:46.160 --> 00:16:46.160
+And we kind of backed into, we've got this aesthetic
-00:15:07.360 --> 00:15:12.160
-to open that up
+00:16:46.161 --> 00:16:54.750
+and we're using it to draw interfaces for all of the different
-00:15:12.160 --> 00:15:14.880
-and not to mention the hubris of the you
+00:16:54.750 --> 00:16:56.160
+parts of the game.
-00:15:14.880 --> 00:15:16.720
-know the two of us with a few friends
+00:16:56.160 --> 00:17:08.160
+So let's talk a little bit about what works now.
-00:15:16.720 --> 00:15:18.399
-basically deciding to take on what
+00:17:11.160 --> 00:17:15.330
+First of all, there's the mapping part that Erik mentioned
-00:15:18.399 --> 00:15:19.440
-amounts to a
+00:17:15.330 --> 00:17:19.040
+and we'll jump here into, we'll start opening up some files
-00:15:19.440 --> 00:15:21.839
-huge project you know we're
+00:17:19.040 --> 00:17:20.160
+and looking around.
-00:15:21.839 --> 00:15:24.720
-essentially a year in now and we haven't
+00:17:20.160 --> 00:17:25.060
+But then also later we'll fire up an IELM and look at some
-00:15:24.720 --> 00:15:27.839
-really gotten over halfway to our
+00:17:25.060 --> 00:17:28.160
+of the other proofs of concept.
-00:15:27.839 --> 00:15:30.000
-minimum playtestable candidate
+00:17:28.160 --> 00:17:31.350
+So hopefully we can pivot the second talk more toward the
-00:15:30.000 --> 00:15:32.880
-it's a it's a work in progress we've
+00:17:31.350 --> 00:17:34.520
+demos as we skip some of the interactive stuff that might
-00:15:32.880 --> 00:15:34.320
-got a long row to go
+00:17:34.520 --> 00:17:37.160
+be mentioned in the slides that we go by.
-00:15:34.320 --> 00:15:36.800
-there's at least 50 items on the things
+00:17:37.160 --> 00:17:38.160
+Okay.
-00:15:36.800 --> 00:15:38.399
-that we think are critical to
+00:17:38.160 --> 00:17:48.160
+So, maps, visual battleboard.
-00:15:38.399 --> 00:15:40.320
-to be able to introduce it to my younger
+00:17:48.160 --> 00:17:51.160
+The battleboard...
-00:15:40.320 --> 00:15:44.720
-kids for example
+00:17:51.160 --> 00:17:55.160
+I'm just going to skip it Erik, we'll hit it in the next one.
-00:15:44.720 --> 00:15:48.399
-okay so we're in the accomplishments
+00:17:55.160 --> 00:17:57.160
+Okay.
-00:15:48.399 --> 00:15:49.279
-section
+00:17:57.160 --> 00:18:03.160
+Hang on.
-00:15:49.279 --> 00:15:50.959
-so we're supposed to be talking about
+00:18:05.160 --> 00:18:07.660
+Okay, so I'm just going to go ahead and open up maps and
-00:15:50.959 --> 00:15:52.639
-the things that we have
+00:18:07.660 --> 00:18:12.490
+let you talk from the SVG process itself, because that's
-00:15:52.639 --> 00:15:55.920
-succeeded in doing in our first year
+00:18:12.490 --> 00:18:15.160
+the interesting part to me.
-00:15:55.920 --> 00:15:58.880
-we have succeeded in working with data
+00:18:15.160 --> 00:18:21.160
+Okay.
-00:15:58.880 --> 00:16:01.199
-in org documents using org mode
+00:18:22.160 --> 00:18:26.350
+Talk about the SVG process, like what do you think exactly
-00:16:01.199 --> 00:16:04.480
-tables to store the data that we're
+00:18:26.350 --> 00:18:31.310
+we want to talk about? How we turn our data into an image
-00:16:04.480 --> 00:16:05.360
-going to use
+00:18:31.310 --> 00:18:34.160
+or what are you hoping for?
-00:16:05.360 --> 00:16:09.279
-in the various parts of our game
+00:18:34.160 --> 00:18:40.140
+Yeah, so I mean did you want to talk more from the hand-d
-00:16:09.279 --> 00:16:12.519
-and we've had a lot of success with
+00:18:40.140 --> 00:18:43.160
+rawn SVG graphics at all?
-00:16:12.519 --> 00:16:14.160
-SVG.el
+00:18:43.160 --> 00:18:48.160
+I thought we were going to save that stuff for the pathing talk.
-00:16:14.160 --> 00:16:16.639
-it started withdrawing maps and we
+00:18:48.160 --> 00:18:49.160
+Okay, that sounds fine.
-00:16:16.639 --> 00:16:17.279
-have
+00:18:49.160 --> 00:18:50.160
+But we can go into it right now if you want.
-00:16:17.279 --> 00:16:19.440
-another talk about our mapping
+00:18:50.160 --> 00:18:54.640
+Yeah, so we've got about 10 minutes before the turn where
-00:16:19.440 --> 00:16:21.440
-specifically coming up next so we'll
+00:18:54.640 --> 00:18:58.470
+we thought we would first take any questions that are
-00:16:21.440 --> 00:16:23.759
-put off some of that discussion for a
+00:18:58.470 --> 00:19:00.160
+hanging out there.
-00:16:23.759 --> 00:16:25.199
-separate talk
+00:19:00.160 --> 00:19:04.160
+I unfortunately closed the Etherpad, but I can open it again real quick.
-00:16:25.199 --> 00:16:28.720
-but we've also succeeded in
+00:19:04.160 --> 00:19:09.850
+Or you can jump into the pathing stuff now, or I can just
-00:16:28.720 --> 00:16:32.320
-getting into a bunch of different
+00:19:09.850 --> 00:19:14.160
+throw open an IELM and we can start the demos.
-00:16:32.320 --> 00:16:35.680
-elements of the game where
+00:19:15.160 --> 00:19:20.600
+So let me invite Amin or Sacha back in, or Leo, if any of
-00:16:35.680 --> 00:16:38.160
-we're you know making a lot of progress
+00:19:20.600 --> 00:19:23.350
+you want to join the conversation and make a suggestion as
-00:16:38.160 --> 00:16:38.959
-using this
+00:19:23.350 --> 00:19:27.160
+to how we balance between the remaining time.
-00:16:38.959 --> 00:16:41.920
-drawing engine we developed to also draw
+00:19:27.160 --> 00:19:30.300
+The rest of what we have left starts in on toward the
-00:16:41.920 --> 00:16:43.759
-this other thing and also draw this
+00:19:30.300 --> 00:19:34.250
+technical, so especially if there would be questions about
-00:16:43.759 --> 00:16:45.279
-other thing and also draw this other
+00:19:34.250 --> 00:19:37.160
+the game right now, that would be awesome.
-00:16:45.279 --> 00:16:46.079
-thing and it's
+00:19:37.160 --> 00:19:42.160
+And I'm going to get seated again.
-00:16:46.079 --> 00:16:49.519
-you know we kind of backed into
+00:19:44.160 --> 00:19:48.870
+I'm not sure if I talk over the stream, if you'll hear it,
-00:16:49.519 --> 00:16:52.560
-we've got this aesthetic and we're
+00:19:48.870 --> 00:19:57.160
+because I'm just watching your stream, but I can try writing on IRC.
-00:16:52.560 --> 00:16:54.720
-using it to draw interfaces for all of
+00:20:01.160 --> 00:20:06.140
+Sure, yeah, questions would be cool. Or, yeah, well Erik,
-00:16:54.720 --> 00:17:03.120
-the different parts of the game
+00:20:06.140 --> 00:20:08.980
+why don't you just go ahead and start walking us through
-00:17:03.120 --> 00:17:05.600
-so let's talk let's talk a little bit
+00:20:08.980 --> 00:20:12.000
+the hand drawn SVG stuff just a little bit, because I think
-00:17:05.600 --> 00:17:06.959
-about what
+00:20:12.000 --> 00:20:14.950
+if that isn't interesting to people, we can just preempt
-00:17:06.959 --> 00:17:10.880
-what works now
+00:20:14.950 --> 00:20:16.160
+for a question.
-00:17:10.880 --> 00:17:13.360
-first of all there's the mapping part
+00:20:17.160 --> 00:20:23.010
+Okay, so historically when we decided to actually start
-00:17:13.360 --> 00:17:14.640
-that Erik mentioned
+00:20:23.010 --> 00:20:27.080
+writing code, one of the very first things we wanted to do
-00:17:14.640 --> 00:17:18.480
-and we'll jump here into we'll start
+00:20:27.080 --> 00:20:30.990
+was the maps, because initially it seemed like the maps
-00:17:18.480 --> 00:17:20.880
-opening up some files and looking around
+00:20:30.990 --> 00:20:34.750
+were going to be one of the biggest challenges in terms of
-00:17:20.880 --> 00:17:22.160
-but then
+00:20:34.750 --> 00:20:37.160
+how do we get a text editor to draw pictures for us.
-00:17:22.160 --> 00:17:25.520
-also later we'll we'll fire up an eye
+00:20:40.160 --> 00:20:44.350
+So, we pretty quickly decided we wanted to work with SVGs
-00:17:25.520 --> 00:17:26.959
-elm and look at some of the
+00:20:44.350 --> 00:20:48.370
+because it allowed us to leverage the power of Emacs as a
-00:17:26.959 --> 00:17:28.400
-some of the other proofs of concept so
+00:20:48.370 --> 00:20:53.680
+text editor and a text manipulator to write text graphics
-00:17:28.400 --> 00:17:30.240
-hopefully we can
+00:20:53.680 --> 00:20:56.160
+with the SVG format.
-00:17:30.240 --> 00:17:32.240
-pivot the second talk more toward the
+00:20:56.160 --> 00:20:59.770
+So we did some SVG graphics by hand, we went in and just
-00:17:32.240 --> 00:17:34.320
-demos as as we skip some of the
+00:20:59.770 --> 00:21:03.620
+started hand coding things that looked visually like the
-00:17:34.320 --> 00:17:35.520
-interactive stuff that might be
+00:21:03.620 --> 00:21:07.300
+maps we used to draw by hand on graph paper when we were,
-00:17:35.520 --> 00:17:43.200
-mentioned in the slides that we go by
+00:21:07.300 --> 00:21:10.160
+you know, sitting around the table.
-00:17:43.200 --> 00:17:46.880
-so maps
+00:21:10.160 --> 00:21:13.160
+Yep, absolutely.
-00:17:46.880 --> 00:17:50.080
-visual battle board
+00:21:13.160 --> 00:21:17.610
+What emerged from that is as we started working on some of
-00:17:50.080 --> 00:17:53.120
-the battle board I'm just going to I'm just
+00:21:17.610 --> 00:21:22.140
+these files, this particular image is a test of some 20
-00:17:53.120 --> 00:17:54.160
-going to skip it Erik
+00:21:22.140 --> 00:21:25.910
+wide water with some beaches around it and a special
-00:17:54.160 --> 00:18:02.000
-we'll hit it in the next one okay
+00:21:25.910 --> 00:21:29.160
+chamber kind of off to the side called a clapper.
-00:18:02.000 --> 00:18:08.480
-hang on
+00:21:29.160 --> 00:21:32.960
+And this was the way we would code is by sketching by hand
-00:18:08.480 --> 00:18:09.919
-okay so I'm just going to go ahead and
+00:21:32.960 --> 00:21:36.940
+all of these things to look right. And then we would take
-00:18:09.919 --> 00:18:11.840
-open up maps and
+00:21:36.940 --> 00:21:40.810
+that code and we noticed it became real repetitive as we
-00:18:11.840 --> 00:18:13.760
-let you talk from the from the SVG
+00:21:40.810 --> 00:21:45.160
+would go like chunk of water chunk of water chunk of water.
-00:18:13.760 --> 00:18:15.039
-process itself
+00:21:45.160 --> 00:21:48.860
+And we're like okay so what we really need is to define a
-00:18:15.039 --> 00:18:16.480
-because that's the interesting part to
+00:21:48.860 --> 00:21:52.620
+set of, we call it tiles, but like you can think of it as
-00:18:16.480 --> 00:18:22.240
-me that to me
+00:21:52.620 --> 00:21:56.660
+rubber stamps where we write this graphics code, and then
-00:18:22.240 --> 00:18:26.080
-okay talk about the SVG
+00:21:56.660 --> 00:22:01.160
+we're able to repeat it in different places around the map.
-00:18:26.080 --> 00:18:28.640
-process like what what are you thinking
+00:22:01.160 --> 00:22:05.680
+You want to flip over to code view and show that or do we
-00:18:28.640 --> 00:18:30.640
-exactly we want to talk about how
+00:22:05.680 --> 00:22:09.160
+want to move into. Sure.
-00:18:30.640 --> 00:18:33.760
-we turn our data into an image or
+00:22:09.160 --> 00:22:10.160
+Code view.
-00:18:33.760 --> 00:18:37.919
-what what are you hoping for yeah so
+00:22:10.160 --> 00:22:14.700
+So, you know, you can see just really obviously here the
-00:18:37.919 --> 00:18:39.760
-I mean did you did you want to talk more
+00:22:14.700 --> 00:22:19.240
+only thing that's changing from chunk of water to chunk of
-00:18:39.760 --> 00:18:41.200
-from from the
+00:22:19.240 --> 00:22:22.160
+water is the x and y coordinates.
-00:18:41.200 --> 00:18:45.679
-SVG the hand-drawn SVG graphics at all
+00:22:22.160 --> 00:22:26.990
+And, you know, we can skip getting into the SVG directives
-00:18:45.679 --> 00:18:47.039
-I thought we were going to save that
+00:22:26.990 --> 00:22:31.640
+and how all of the path statements actually work, but you
-00:18:47.039 --> 00:18:49.760
-stuff for the passing talk okay
+00:22:31.640 --> 00:22:36.230
+can trust us, all of these D equals and there's m's and h's
-00:18:49.760 --> 00:18:52.000
-right now if you want yeah I mean so
+00:22:36.230 --> 00:22:41.160
+and V's that turns out to be horizontal lines and vertical
-00:18:52.000 --> 00:18:53.440
-we've got about
+00:22:41.160 --> 00:22:42.160
+lines and cursor moves
-00:18:53.440 --> 00:18:56.559
-10 minutes before the turn where we
+00:22:42.160 --> 00:22:46.900
+kind of like turtle graphics if anyone remembers that far
-00:18:56.559 --> 00:18:58.400
-thought we would first take any
+00:22:46.900 --> 00:22:50.910
+back, and we're picking up our pen and dropping it and
-00:18:58.400 --> 00:19:00.400
-questions that are hanging out there
+00:22:50.910 --> 00:22:54.160
+drawing lines around on our map.
-00:19:00.400 --> 00:19:02.320
-I unfortunately closed the ether pad but
+00:22:54.160 --> 00:22:58.090
+Okay, so we do have a few questions if you want to take
-00:19:02.320 --> 00:19:04.799
-I can open it again real quick
+00:22:58.090 --> 00:23:01.160
+them now otherwise we can also jump in.
-00:19:04.799 --> 00:19:08.480
-and or you can jump
+00:23:01.160 --> 00:23:05.160
+Let's get them while they're fresh. Okay, sounds good.
-00:19:08.480 --> 00:19:11.440
-jump into the to the pathing stuff now
+00:23:05.160 --> 00:23:08.540
+So we'll probably shift to question and answer mode for up
-00:19:11.440 --> 00:19:12.320
-or I can just
+00:23:08.540 --> 00:23:12.490
+to 15 minutes here. So if you do have questions, maybe
-00:19:12.320 --> 00:19:13.760
-throw up an animal and we can start the
+00:23:12.490 --> 00:23:15.740
+stack rank, go ahead and sort the questions a little for us
-00:19:13.760 --> 00:19:15.440
-demos so
+00:23:15.740 --> 00:23:18.880
+or comment on them to let us know which ones you want to
-00:19:15.440 --> 00:19:18.880
-let me invite almond or sasha back in
+00:23:18.880 --> 00:23:21.540
+see us get here if we start getting a little long winded or
-00:19:18.880 --> 00:19:19.840
-if you guys
+00:23:21.540 --> 00:23:23.160
+not just a long, we'll take direction.
-00:19:19.840 --> 00:19:22.160
-or leo if any of you want to join the
+00:23:23.160 --> 00:23:26.160
+But thanks for your questions.
-00:19:22.160 --> 00:19:22.960
-conversation
+00:23:26.160 --> 00:23:30.050
+I'd like to see a demo as well we'll look at that with the
-00:19:22.960 --> 00:19:25.840
-make a suggestion as to how we balance
+00:23:30.050 --> 00:23:33.160
+remaining time after this question block.
-00:19:25.840 --> 00:19:27.120
-between the remaining time
+00:23:33.160 --> 00:23:38.000
+More about what the game is okay sure. So let's let's take
-00:19:27.120 --> 00:19:29.840
-the rest of what we have left starts in
+00:23:38.000 --> 00:23:42.510
+our one minute each swing at what the game is, you want to
-00:19:29.840 --> 00:19:32.480
-on toward the technical so especially
+00:23:42.510 --> 00:23:45.160
+go first, I called weapons.
-00:19:32.480 --> 00:19:35.120
-if there would be questions questions
+00:23:45.160 --> 00:23:47.160
+Okay.
-00:19:35.120 --> 00:19:36.840
-about the game right now that would be
+00:23:47.160 --> 00:23:52.180
+Dungeon is like role playing games, but you don't really do
-00:19:36.840 --> 00:19:40.160
-awesome
+00:23:52.180 --> 00:23:56.990
+role playing like the, for me the thing the core of being a
-00:19:40.160 --> 00:19:48.720
-and I'm going to get seated again
+00:23:56.990 --> 00:24:01.400
+role playing game is you take on the role of being your
-00:19:48.720 --> 00:19:51.200
-I'm not sure if I talk over the stream
+00:24:01.400 --> 00:24:06.500
+character and you play your character and dungeons not like
-00:19:51.200 --> 00:19:53.200
-if you'll hear it because I'm just
+00:24:06.500 --> 00:24:08.160
+that dungeon.
-00:19:53.200 --> 00:19:54.720
-watching your stream
+00:24:08.160 --> 00:24:11.160
+You can play.
-00:19:54.720 --> 00:20:01.200
-but I can try writing an irc
+00:24:11.160 --> 00:24:14.660
+So, the dungeon party always has eight characters in it.
-00:20:01.200 --> 00:20:04.640
-sure yeah questions would be cool or
+00:24:14.660 --> 00:24:17.890
+There's four in the front row and four in the back row and
-00:20:04.640 --> 00:20:07.360
-yeah well Erik why don't you just go
+00:24:17.890 --> 00:24:22.160
+you march through the dungeon, fighting, whatever you encounter.
-00:20:07.360 --> 00:20:08.559
-ahead and start walking us through the
+00:24:22.160 --> 00:24:25.700
+And if there's one player you play all eight characters.
-00:20:08.559 --> 00:20:09.120
-hand
+00:24:25.700 --> 00:24:29.180
+And depending on how many players you have you split up the
-00:20:09.120 --> 00:20:11.440
-hand-drawn SVG stuff just a little bit
+00:24:29.180 --> 00:24:33.160
+party in whatever way seems fair and equitable to everybody.
-00:20:11.440 --> 00:20:12.960
-because I think
+00:24:33.160 --> 00:24:36.010
+And similarly I said the dungeon is kind of a simple game
-00:20:12.960 --> 00:20:14.640
-if that isn't interesting to people we
+00:24:36.010 --> 00:24:38.720
+like there's only three races and there's only three
-00:20:14.640 --> 00:20:17.120
-can just preempt for a question
+00:24:38.720 --> 00:24:42.160
+classes, all of your characters are either human elf dwarf.
-00:20:17.120 --> 00:20:21.120
-okay so historically when we
+00:24:42.160 --> 00:24:45.680
+They're all a warrior, a priest or a wizard, and all of
-00:20:21.120 --> 00:20:24.080
-decided to actually start writing
+00:24:45.680 --> 00:24:49.400
+these characters have, you know, special properties and
-00:20:24.080 --> 00:20:25.840
-code one of the very first things we
+00:24:49.400 --> 00:24:52.820
+special talents, that is why they come together in this
-00:20:25.840 --> 00:20:26.720
-wanted to do
+00:24:52.820 --> 00:24:54.160
+party of eight.
-00:20:26.720 --> 00:20:30.080
-was the maps because initially it seemed
+00:24:54.160 --> 00:24:57.730
+So essentially dungeon is a game about making up all of
-00:20:30.080 --> 00:20:31.919
-like the maps were going to be one of
+00:24:57.730 --> 00:25:01.530
+these eight characters and stomping through the dungeon
-00:20:31.919 --> 00:20:33.840
-the biggest challenges
+00:25:01.530 --> 00:25:04.160
+killing things taking their stuff.
-00:20:33.840 --> 00:20:35.760
-in terms of how do we get a text editor
+00:25:04.160 --> 00:25:08.120
+Well you're way over but I don't know how much I have to
-00:20:35.760 --> 00:20:38.000
-to draw pictures for us
+00:25:08.120 --> 00:25:12.160
+add to that. I will just add that if, if you're.
-00:20:38.000 --> 00:20:42.159
-we pretty quickly decided we wanted
+00:25:12.160 --> 00:25:15.570
+If one's passion as a dungeon master is killing player
-00:20:42.159 --> 00:20:45.280
-to work with svgs because it allowed us
+00:25:15.570 --> 00:25:19.210
+characters this game is meant for you. You don't have to
-00:20:45.280 --> 00:20:48.559
-to leverage the power of Emacs as a text
+00:25:19.210 --> 00:25:23.050
+build your game like that. But that's definitely a thing
-00:20:48.559 --> 00:20:52.159
-editor and a text manipulator to write
+00:25:23.050 --> 00:25:25.160
+that people do with this game.
-00:20:52.159 --> 00:20:56.080
-text graphics with the SVG format
+00:25:25.160 --> 00:25:28.430
+And then as Erik said, it just encourages you to put your
-00:20:56.080 --> 00:20:59.520
-so we did some SVG graphics by hand
+00:25:28.430 --> 00:25:32.160
+creativity on the table to bring all the different elements.
-00:20:59.520 --> 00:21:01.440
-we went in and just started hand coding
+00:25:32.160 --> 00:25:35.830
+Hopefully, this may be clear in our slides since we were a
-00:21:01.440 --> 00:21:02.640
-things that looked
+00:25:35.830 --> 00:25:39.430
+little fumbling for the first few minutes of the talk
-00:21:02.640 --> 00:21:05.440
-visually like the maps we used to draw
+00:25:39.431 --> 00:25:44.160
+but there's also a kind of a player's guide that I started a few years ago.
-00:21:05.440 --> 00:21:07.440
-by hand on graph paper when
+00:25:44.160 --> 00:25:47.950
+That's not super complete, but does cover some
-00:21:07.440 --> 00:21:08.960
-we were you know sitting around the
+00:25:47.950 --> 00:25:52.160
+of the high level basics of the game that Erik's been talking from.
-00:21:08.960 --> 00:21:11.360
-table
+00:25:52.160 --> 00:25:55.800
+And I would add that some of the things that you know some
-00:21:11.360 --> 00:21:14.559
-yep absolutely what emerged from that
+00:25:55.800 --> 00:25:58.890
+of what makes dungeon great is that there's a lot of
-00:21:14.559 --> 00:21:17.840
-is as we started working on some of
+00:25:58.890 --> 00:26:02.950
+mystery about it, like the player's handbook doesn't tell
-00:21:17.840 --> 00:21:20.400
-these files this particular image is a
+00:26:02.950 --> 00:26:07.020
+you all of the rules, or like any really mystery and like
-00:21:20.400 --> 00:21:24.000
-test of some 20 wide water
+00:26:07.020 --> 00:26:09.160
+there's mazes and there's puzzles,
-00:21:24.000 --> 00:21:26.240
-with some beaches around it and a
+00:26:09.160 --> 00:26:12.650
+and you have to figure out how things work, and like we've
-00:21:26.240 --> 00:21:28.000
-special chamber kind of off to the side
+00:26:12.650 --> 00:26:16.020
+got all of these treasure items in there that could help
-00:21:28.000 --> 00:21:29.679
-called a clapper
+00:26:16.020 --> 00:26:20.160
+you deal with a particular monster if it occurs to you to use it.
-00:21:29.679 --> 00:21:33.760
-and this was the way we would code is by
+00:26:20.160 --> 00:26:24.160
+And, you know, like that. There's a lot of.
-00:21:33.760 --> 00:21:36.559
-sketching by hand all of these things to
+00:26:24.160 --> 00:26:27.450
+You don't know what's going on you're dropped in the middle
-00:21:36.559 --> 00:21:37.600
-look right
+00:26:27.450 --> 00:26:30.680
+of this situation and you have to try and survive and level
-00:21:37.600 --> 00:21:39.440
-and then we would take that code and we
+00:26:30.680 --> 00:26:33.750
+up and figure it out. And if you succeed in doing that for
-00:21:39.440 --> 00:21:42.080
-noticed it became real repetitive
+00:26:33.750 --> 00:26:36.520
+a long enough eventually you start realizing that there are
-00:21:42.080 --> 00:21:43.919
-as we would go like chunk of water chunk
+00:26:36.520 --> 00:26:40.890
+big picture puzzles that there are, you know, there is more to this than just
-00:21:43.919 --> 00:21:45.440
-of water chunk of water
+00:26:40.890 --> 00:26:43.160
+killing things and taking their stuff.
-00:21:45.440 --> 00:21:46.880
-and we're like okay so what we really
+00:26:43.160 --> 00:26:46.190
+And that's where the joy of designing these games comes in
-00:21:46.880 --> 00:21:48.559
-need is to define a
+00:26:46.190 --> 00:26:48.890
+for me is like designing the mazes and designing the
-00:21:48.559 --> 00:21:52.000
-set of we called it tiles but like
+00:26:48.890 --> 00:26:51.890
+puzzles and like, oh yeah and then they're going to come
-00:21:52.000 --> 00:21:53.600
-you could think of it as rubber stamps
+00:26:51.890 --> 00:26:51.890
+out of this room and you know what they're going to do.
-00:21:53.600 --> 00:21:55.760
-where we write this graphics code
+00:26:51.891 --> 00:26:57.160
+They're wanting to go that way.
-00:21:55.760 --> 00:21:57.440
-and then we're able to repeat it in
+00:26:57.160 --> 00:27:00.160
+So I'm going to put the trap right there.
-00:21:57.440 --> 00:22:00.400
-different places around the map
+00:27:00.160 --> 00:27:00.160
+And I walk right into it every time.
-00:22:00.400 --> 00:22:03.039
-you want to flip over to code view
+00:27:00.161 --> 00:27:00.161
+And then when the party does get in your map
-00:22:03.039 --> 00:22:07.120
-and show that or do we want to move into
+00:27:00.162 --> 00:27:00.162
+and they do exactly what you thought and they hit the trap
-00:22:07.120 --> 00:22:10.240
-tiles code
+00:27:00.163 --> 00:27:07.820
+it's just really satisfying
-00:22:10.240 --> 00:22:12.720
-so you know you can see just really
+00:27:07.820 --> 00:27:07.820
+to watch the look on their little faces
-00:22:12.720 --> 00:22:14.320
-obviously here the only thing that's
+00:27:07.821 --> 00:27:12.160
+as they squirm and struggle to stay alive.
-00:22:14.320 --> 00:22:15.200
-changing from
+00:27:12.160 --> 00:27:14.580
+Yeah, that's, that's what I was trying to get at. Thanks.
-00:22:15.200 --> 00:22:18.240
-chunk of water to chunk of water is the
+00:27:14.580 --> 00:27:18.160
+All right, that was perfect for me. All right.
-00:22:18.240 --> 00:22:21.600
-x and y coordinates
+00:27:18.160 --> 00:27:21.360
+So so highlight your question for me if you think it's
-00:22:21.600 --> 00:22:24.640
-we're you know we can skip getting into
+00:27:21.360 --> 00:27:24.800
+important we grab it here before we jump into demos,
-00:22:24.640 --> 00:22:26.000
-the SVG directives
+00:27:24.801 --> 00:27:28.160
+but otherwise I think it's time to try running some code.
-00:22:26.000 --> 00:22:29.360
-and how all of the path statements
+00:27:28.160 --> 00:27:30.160
+Let's say.
-00:22:29.360 --> 00:22:30.640
-actually work
+00:27:30.160 --> 00:27:37.160
+Okay, I say do it. Okay, so you less less camera more more emacs now.
-00:22:30.640 --> 00:22:33.679
-but you can trust us
+00:27:37.160 --> 00:27:40.380
+And hopefully I could find the right emacs the right
-00:22:33.679 --> 00:22:36.480
-all of these d equals and there's m's
+00:27:40.380 --> 00:27:43.160
+desktop. All right, there we are.
-00:22:36.480 --> 00:22:39.039
-and h's and v's that turns out to be
+00:27:43.160 --> 00:27:49.160
+So we'll try to fire up
-00:22:39.039 --> 00:22:41.039
-horizontal lines and vertical lines and
+00:27:49.160 --> 00:27:59.160
+a command right now. And I usually like to do the full path to emacs.
-00:22:41.039 --> 00:22:42.480
-cursor moves and it's kind of like
+00:27:59.160 --> 00:28:07.160
+When I'm going to run it under minus q.
-00:22:42.480 --> 00:22:44.159
-turtle graphics if anyone
+00:28:07.160 --> 00:28:13.160
+All right.
-00:22:44.159 --> 00:22:46.640
-remembers that far back and we're
+00:28:13.160 --> 00:28:17.160
+Let's have some IELM.
-00:22:46.640 --> 00:22:48.720
-picking up our pen and dropping it and
+00:28:17.160 --> 00:28:23.270
+All right, and then I'm also going to do a load file on the
-00:22:48.720 --> 00:22:54.720
-drawing lines around on our map
+00:28:23.270 --> 00:28:29.790
+net script that you can find in the repository in the emacs
-00:22:54.720 --> 00:22:56.240
-so we do have a few questions if you
+00:28:29.790 --> 00:28:36.160
+user and it's init scripts
-00:22:56.240 --> 00:22:58.000
-want to take them now otherwise
-
-00:22:58.000 --> 00:23:01.200
-we can also jump in
-
-00:23:01.200 --> 00:23:03.120
-let's get them while they're fresh okay
-
-00:23:03.120 --> 00:23:04.559
-sounds good
-
-00:23:04.559 --> 00:23:07.520
-so we'll probably shift to question
-
-00:23:07.520 --> 00:23:08.000
-and answer
-
-00:23:08.000 --> 00:23:10.799
-mode for up to 15 minutes here so if you
-
-00:23:10.799 --> 00:23:11.919
-do have questions
-
-00:23:11.919 --> 00:23:14.480
-maybe stack rank go ahead and sort
-
-00:23:14.480 --> 00:23:15.679
-the questions
-
-00:23:15.679 --> 00:23:17.600
-a little for us or comment on them to
-
-00:23:17.600 --> 00:23:18.960
-let us know which ones you want to see
-
-00:23:18.960 --> 00:23:19.760
-us get here
-
-00:23:19.760 --> 00:23:21.280
-if we start getting a little long-winded
-
-00:23:21.280 --> 00:23:23.600
-or nudges along we'll take direction
-
-00:23:23.600 --> 00:23:26.960
-but thanks for your questions I'd
-
-00:23:26.960 --> 00:23:28.799
-like to see a demo as well we'll look at
-
-00:23:28.799 --> 00:23:30.720
-that with the remaining time after this
-
-00:23:30.720 --> 00:23:32.159
-question block
-
-00:23:32.159 --> 00:23:35.200
-more about what the game is
-
-00:23:35.200 --> 00:23:38.720
-okay sure so let's let's take our
-
-00:23:38.720 --> 00:23:40.720
-one minute each swing at what the
-
-00:23:40.720 --> 00:23:42.799
-game is you want to go first I called
-
-00:23:42.799 --> 00:23:45.120
-weapons
-
-00:23:45.120 --> 00:23:48.840
-okay Dungeon
-
-00:23:48.840 --> 00:23:52.720
-is like role-playing games
-
-00:23:52.720 --> 00:23:55.440
-but you don't really do role-playing
-
-00:23:55.440 --> 00:23:56.159
-like the
-
-00:23:56.159 --> 00:23:57.919
-for me the thing the core of being a
-
-00:23:57.919 --> 00:23:59.520
-role-playing game is you
-
-00:23:59.520 --> 00:24:02.080
-take on the role of being your character
-
-00:24:02.080 --> 00:24:03.039
-and you play
-
-00:24:03.039 --> 00:24:06.000
-your character and Dungeon's not like
-
-00:24:06.000 --> 00:24:06.400
-that
-
-00:24:06.400 --> 00:24:10.320
-Dungeon you can play
-
-00:24:10.320 --> 00:24:12.640
-so the Dungeon party always has eight
-
-00:24:12.640 --> 00:24:13.840
-characters in it
-
-00:24:13.840 --> 00:24:15.840
-there's four in the front row and four
-
-00:24:15.840 --> 00:24:17.679
-in the back row and you march through
-
-00:24:17.679 --> 00:24:18.720
-the Dungeon
-
-00:24:18.720 --> 00:24:22.159
-fighting whatever you encounter and if
-
-00:24:22.159 --> 00:24:24.000
-there's one player you play all eight
-
-00:24:24.000 --> 00:24:25.200
-characters
-
-00:24:25.200 --> 00:24:27.120
-and depending on how many players you
-
-00:24:27.120 --> 00:24:28.720
-have you split up the party
-
-00:24:28.720 --> 00:24:30.799
-in whatever way seems fair and equitable
-
-00:24:30.799 --> 00:24:32.960
-to everybody
-
-00:24:32.960 --> 00:24:34.880
-similarly I said the Dungeon is kind of
-
-00:24:34.880 --> 00:24:36.720
-a simple game like there's only
-
-00:24:36.720 --> 00:24:38.320
-three races and there's only three
-
-00:24:38.320 --> 00:24:40.080
-classes all of your characters are
-
-00:24:40.080 --> 00:24:41.760
-either human elf dwarf
-
-00:24:41.760 --> 00:24:44.080
-they're all a warrior a priest or a
-
-00:24:44.080 --> 00:24:44.880
-wizard
-
-00:24:44.880 --> 00:24:46.640
-and all of these characters have you
-
-00:24:46.640 --> 00:24:48.320
-know special properties
-
-00:24:48.320 --> 00:24:51.279
-and special talents that is why they
-
-00:24:51.279 --> 00:24:53.760
-come together in this party of eight
-
-00:24:53.760 --> 00:24:56.240
-but essentially Dungeon is a game about
-
-00:24:56.240 --> 00:24:57.600
-making up all of these
-
-00:24:57.600 --> 00:25:00.000
-eight characters and stomping through
-
-00:25:00.000 --> 00:25:01.679
-the Dungeon killing things taking their
-
-00:25:01.679 --> 00:25:03.840
-stuff
-
-00:25:03.840 --> 00:25:05.120
-well you're way over but I don't know
-
-00:25:05.120 --> 00:25:06.960
-how much I have to add to that
-
-00:25:06.960 --> 00:25:10.080
-I will just add that if if you're
-
-00:25:10.080 --> 00:25:14.159
-if if one's passion as a Dungeon
-
-00:25:14.159 --> 00:25:16.559
-master is killing player characters this
-
-00:25:16.559 --> 00:25:17.120
-game
-
-00:25:17.120 --> 00:25:19.600
-is meant for you you don't have to build
-
-00:25:19.600 --> 00:25:21.039
-your game like that
-
-00:25:21.039 --> 00:25:22.559
-but that's definitely a thing that
-
-00:25:22.559 --> 00:25:24.400
-people do with this game
-
-00:25:24.400 --> 00:25:27.360
-and then as Erik said it just
-
-00:25:27.360 --> 00:25:28.960
-encourages you to put your creativity on
-
-00:25:28.960 --> 00:25:30.320
-the table to bring all the different
-
-00:25:30.320 --> 00:25:31.039
-elements
-
-00:25:31.039 --> 00:25:33.760
-and this hopefully this may be clear
-
-00:25:33.760 --> 00:25:35.039
-in our slides since we were a little
-
-00:25:35.039 --> 00:25:36.400
-fumbling for the first few minutes of
-
-00:25:36.400 --> 00:25:36.960
-the talk
-
-00:25:36.960 --> 00:25:40.480
-but there's also a kind of a player's
-
-00:25:40.480 --> 00:25:41.200
-guide
-
-00:25:41.200 --> 00:25:43.760
-that that I started a few years ago
-
-00:25:43.760 --> 00:25:45.919
-that's that's not super complete
-
-00:25:45.919 --> 00:25:48.400
-but but does cover some of the high
-
-00:25:48.400 --> 00:25:50.159
-level basics of the game that Erik's
-
-00:25:50.159 --> 00:25:52.320
-been talking from
-
-00:25:52.320 --> 00:25:55.679
-and I would add that some of the things
-
-00:25:55.679 --> 00:25:56.960
-you know some of what makes Dungeon
-
-00:25:56.960 --> 00:25:58.480
-great is that there's a lot of mystery
-
-00:25:58.480 --> 00:25:59.360
-about it
-
-00:25:59.360 --> 00:26:01.120
-like the player's handbook doesn't tell
-
-00:26:01.120 --> 00:26:02.880
-you all of the rules
-
-00:26:02.880 --> 00:26:06.080
-or like really mystery
-
-00:26:06.080 --> 00:26:08.080
-and like there's mazes and there's
-
-00:26:08.080 --> 00:26:09.679
-puzzles and
-
-00:26:09.679 --> 00:26:12.240
-you have to figure out how things work
-
-00:26:12.240 --> 00:26:12.799
-and like
-
-00:26:12.799 --> 00:26:14.559
-we've got all of these treasure items in
-
-00:26:14.559 --> 00:26:16.640
-there that could help you deal with a
-
-00:26:16.640 --> 00:26:18.480
-particular monster if it occurs to you
-
-00:26:18.480 --> 00:26:19.919
-to use it
-
-00:26:19.919 --> 00:26:22.720
-and you know like that there's a lot
-
-00:26:22.720 --> 00:26:23.360
-of
-
-00:26:23.360 --> 00:26:25.279
-you don't know what's going on you're
-
-00:26:25.279 --> 00:26:27.039
-dropped in the middle of this situation
-
-00:26:27.039 --> 00:26:28.559
-and you have to try and survive
-
-00:26:28.559 --> 00:26:31.919
-and level up and figure it out and
-
-00:26:31.919 --> 00:26:33.840
-if you succeed in doing that for long
-
-00:26:33.840 --> 00:26:35.520
-enough eventually you start realizing
-
-00:26:35.520 --> 00:26:37.520
-that there are big picture puzzles
-
-00:26:37.520 --> 00:26:40.000
-that there are you know there is more to
-
-00:26:40.000 --> 00:26:41.760
-this than just killing things and taking
-
-00:26:41.760 --> 00:26:43.360
-their stuff
-
-00:26:43.360 --> 00:26:46.000
-and that's where the joy of designing
-
-00:26:46.000 --> 00:26:47.279
-these games comes in
-
-00:26:47.279 --> 00:26:49.679
-for me is like designing the mazes and
-
-00:26:49.679 --> 00:26:51.679
-designing the puzzles and like
-
-00:26:51.679 --> 00:26:53.200
-oh yeah and then they're going to come
-
-00:26:53.200 --> 00:26:54.240
-out of this room and you know what
-
-00:26:54.240 --> 00:26:55.919
-they're going to do they want to
-
-00:26:55.919 --> 00:26:58.240
-go that way so I'm going to put the trap
-
-00:26:58.240 --> 00:26:59.600
-right there
-
-00:26:59.600 --> 00:27:01.360
-and they'll walk right into it every
-
-00:27:01.360 --> 00:27:03.840
-time and then when the party does get in
-
-00:27:03.840 --> 00:27:05.440
-your map and they do exactly what you
-
-00:27:05.440 --> 00:27:07.200
-thought and they hit the trap it's just
-
-00:27:07.200 --> 00:27:09.279
-really satisfying to watch the look on
-
-00:27:09.279 --> 00:27:10.960
-their little faces as they squirm and
-
-00:27:10.960 --> 00:27:12.320
-struggle to stay alive
-
-00:27:12.320 --> 00:27:13.760
-yeah that's that's what I was trying to
-
-00:27:13.760 --> 00:27:15.520
-get at thanks all right that was perfect
-
-00:27:15.520 --> 00:27:16.320
-for me
-
-00:27:16.320 --> 00:27:19.200
-all right so so highlight your
-
-00:27:19.200 --> 00:27:20.320
-question for me if you think it's
-
-00:27:20.320 --> 00:27:21.840
-important we grab it here before we jump
-
-00:27:21.840 --> 00:27:22.960
-into demos
-
-00:27:22.960 --> 00:27:25.039
-but otherwise I think it's time to try
-
-00:27:25.039 --> 00:27:27.919
-running some code
-
-00:27:27.919 --> 00:27:31.279
-what say okay I say do it
-
-00:27:31.279 --> 00:27:33.840
-okay so you less less camera more more
-
-00:27:33.840 --> 00:27:36.480
-Emacs now
-
-00:27:36.480 --> 00:27:39.120
-and hopefully I could find the right e
-
-00:27:39.120 --> 00:27:39.840
-max
-
-00:27:39.840 --> 00:27:42.960
-the right desktop all right there we are
-
-00:27:42.960 --> 00:27:48.799
-so we'll try to fire up
-
-00:27:48.799 --> 00:27:54.000
-and right now and I usually like to do
-
-00:27:54.000 --> 00:27:59.120
-the full path to Emacs
-
-00:27:59.120 --> 00:28:07.279
-when I'm going to run it under minus q
-
-00:28:07.279 --> 00:28:13.120
-all right
-
-00:28:13.120 --> 00:28:16.720
-let's have some iom
-
-00:28:16.720 --> 00:28:19.360
-all right and then I'm also going to do
-
-00:28:19.360 --> 00:28:20.000
-a
-
-00:28:20.000 --> 00:28:24.000
-load file on the init script that you
-
-00:28:24.000 --> 00:28:25.840
-can find in the repository
-
-00:28:25.840 --> 00:28:30.480
-in the Emacs user and it's
-
-00:28:30.480 --> 00:28:34.960
-init scripts
-
-00:28:34.960 --> 00:28:40.159
+00:28:36.160 --> 00:28:41.160
users folder
-00:28:40.159 --> 00:28:48.080
-user folder nice
-
-00:28:48.080 --> 00:28:49.919
-and it's called init dm because that
-
-00:28:49.919 --> 00:28:51.840
-happened to fit with my naming scheme
-
-00:28:51.840 --> 00:28:55.360
-potentially terrible all right and with
-
-00:28:55.360 --> 00:28:56.320
-that loaded
-
-00:28:56.320 --> 00:28:58.320
-in theory some very basic stuff will
-
-00:28:58.320 --> 00:29:00.159
-work even without us doing anything in
-
-00:29:00.159 --> 00:29:02.159
-iom so I think the the last thing Erik
-
-00:29:02.159 --> 00:29:04.399
-was talking about was the SVG code
-
-00:29:04.399 --> 00:29:06.000
-behind the maps
-
-00:29:06.000 --> 00:29:10.720
-there as kind of the technical thread
-
-00:29:10.720 --> 00:29:13.760
-so we'll just fire open the maps pick a
-
-00:29:13.760 --> 00:29:15.440
-Dungeon level
-
-00:29:15.440 --> 00:29:18.480
-let's pick a pretty one okay if I show
-
-00:29:18.480 --> 00:29:19.840
-this
-
-00:29:19.840 --> 00:29:23.440
-yeah whatever
-
-00:29:23.440 --> 00:29:27.679
-is that the surface yeah
-
-00:29:27.679 --> 00:29:30.799
-and let's scale it here I think if I
-
-00:29:30.799 --> 00:29:32.159
-wrap
-
-00:29:32.159 --> 00:29:34.960
-like once once we got the engine up and
-
-00:29:34.960 --> 00:29:36.399
-running a little bit
-
-00:29:36.399 --> 00:29:39.120
-we decided to do some experimentation
-
-00:29:39.120 --> 00:29:42.480
-about seeing what we could do to push
-
-00:29:42.480 --> 00:29:46.080
-the limits of our tile
-
-00:29:46.080 --> 00:29:49.360
-and gender so we more or less on the
-
-00:29:49.360 --> 00:29:50.080
-surface
-
-00:29:50.080 --> 00:29:53.120
-map I
-
-00:29:53.120 --> 00:29:56.399
-basically started with almost no
-
-00:29:56.399 --> 00:29:58.399
-tiles from below like the water and the
-
-00:29:58.399 --> 00:30:00.240
-beaches and the general store and the
-
-00:30:00.240 --> 00:30:01.279
-stairs
-
-00:30:01.279 --> 00:30:03.679
-were existing tiles but then we were
-
-00:30:03.679 --> 00:30:05.200
-like this is going to be a surface map
-
-00:30:05.200 --> 00:30:07.279
-so we're outdoors so I want hills and I
-
-00:30:07.279 --> 00:30:08.399
-want trees
-
-00:30:08.399 --> 00:30:11.760
-and I want grass and it took a little
-
-00:30:11.760 --> 00:30:12.399
-while
-
-00:30:12.399 --> 00:30:15.039
-playing with SVG to come up with some
-
-00:30:15.039 --> 00:30:16.320
-acceptable code
-
-00:30:16.320 --> 00:30:18.480
-but once the like the grass gets tiled
-
-00:30:18.480 --> 00:30:19.840
-out it
-
-00:30:19.840 --> 00:30:21.600
-kind of you know gives the illusion of
-
-00:30:21.600 --> 00:30:23.039
-grass and
+00:28:41.160 --> 00:28:48.160
+nice.
-00:30:23.039 --> 00:30:24.880
-you know these are all in my estimation
+00:28:48.160 --> 00:28:51.530
+And it's called init-dm because that happened to fit with
-00:30:24.880 --> 00:30:26.399
-kind of crude graphics
+00:28:51.531 --> 00:28:54.160
+my naming scheme, potentially terrible.
-00:30:26.399 --> 00:30:28.640
-but we're at the proof of concept stage
+00:28:54.160 --> 00:28:54.160
+All right, and with that loaded in theory some very basic stuff will work
-00:30:28.640 --> 00:30:30.399
-and it definitely proves that we can use
+00:28:54.161 --> 00:28:54.161
+even without us doing anything in IELM
-00:30:30.399 --> 00:30:31.679
-our graphics engine
+00:28:54.162 --> 00:29:05.870
+so I think the last thing Erik was talking about
-00:30:31.679 --> 00:30:34.640
-to decide what we want our maps to look
+00:29:05.871 --> 00:29:07.160
+was the SVG code behind the maps.
-00:30:34.640 --> 00:30:35.279
-like
+00:29:07.160 --> 00:29:11.800
+There as kind of the technical thread so we'll just fire
-00:30:35.279 --> 00:30:39.440
-and real quickly compose new map tiles
+00:29:11.800 --> 00:29:15.160
+open the maps, pick a dungeon level.
-00:30:39.440 --> 00:30:44.240
-and stamp out a bunch of new maps
+00:29:15.160 --> 00:29:17.160
+Let's pick a pretty one.
-00:30:44.240 --> 00:30:46.880
-so now I'll show off one of the other
+00:29:17.160 --> 00:29:19.160
+Okay, if I show this.
-00:30:46.880 --> 00:30:48.640
-things so the next thing we did once we
+00:29:19.160 --> 00:29:23.160
+Yeah, whatever.
-00:30:48.640 --> 00:30:50.559
-once we had the maps doing
+00:29:23.160 --> 00:29:27.160
+Is that the surface. Yeah.
-00:30:50.559 --> 00:30:51.919
-and we haven't gotten into the features
+00:29:27.160 --> 00:29:32.740
+And let's scale it here I think if I recall that fun like
-00:30:51.919 --> 00:30:53.600
-of the maps we can we can appoint time
+00:29:32.740 --> 00:29:36.820
+once, once we got the engine up and running a little bit.
-00:30:53.600 --> 00:30:54.960
-to that or not
+00:29:36.820 --> 00:29:40.870
+We decided to do some experimentation about seeing
-00:30:54.960 --> 00:30:58.960
-but there are a number of
+00:29:40.871 --> 00:29:47.160
+what we could do to push the limits of our tile engine.
-00:30:58.960 --> 00:31:00.720
-featured features there that we can
+00:29:47.160 --> 00:29:54.450
+So we more or less on the surface map, I basically started
-00:31:00.720 --> 00:31:02.840
-look at the
+00:29:54.450 --> 00:29:54.450
+with almost no tiles from below like the water
-00:31:02.840 --> 00:31:05.760
-we then wanted to
+00:29:54.451 --> 00:30:01.370
+and the beaches and the general store and the stairs were existing tiles
-00:31:05.760 --> 00:31:08.640
-try to see if that could make other
+00:30:01.371 --> 00:30:04.730
+but then we were like this is going to be surface maps.
-00:31:08.640 --> 00:31:10.399
-interfaces more appealing so we built
+00:30:04.731 --> 00:30:07.160
+We're outdoors so I want hills
-00:31:10.399 --> 00:31:11.360
-stuff like
+00:30:07.160 --> 00:30:11.150
+and I want trees, and I want grass, and it took a little
-00:31:11.360 --> 00:31:14.320
-oop that's going to be the map again
+00:30:11.150 --> 00:30:15.430
+while playing with SVG to come up with some acceptable code,
-00:31:14.320 --> 00:31:15.919
-I'll just run it here through I
+00:30:15.430 --> 00:30:19.610
+but once the like the grass gets tiled out, it kind of,
-00:31:15.919 --> 00:31:18.320
-am so it's more obvious what I'm doing
+00:30:19.610 --> 00:30:24.510
+you know, gives the illusion of grass, and, you know, these
-00:31:18.320 --> 00:31:20.080
+00:30:24.510 --> 00:30:25.160
+are all in my estimation
+00:30:25.160 --> 00:30:29.970
+of crude graphics, but we're at the proof of concept stage,
-00:31:20.080 --> 00:31:21.679
-so let's look next to the character
+00:30:29.970 --> 00:30:34.130
+and it definitely proves that we can use our graphics
-00:31:21.679 --> 00:31:26.080
-sheet oops
+00:30:34.130 --> 00:30:38.490
+engine to decide what we want our maps to look like, and
-00:31:26.080 --> 00:31:32.880
-back and alt p doesn't work okay
+00:30:38.490 --> 00:30:42.970
+real quickly compose new map tiles and stamp out a bunch of
-00:31:32.880 --> 00:31:35.840
-that's a bummer that is not
+00:30:42.970 --> 00:30:44.160
+new maps.
-00:31:35.840 --> 00:31:38.240
-autoloaded
+00:30:44.160 --> 00:30:48.050
+So now I'll show off one of the other things. So the next
-00:31:38.240 --> 00:31:40.559
-so this this project is a bit of a mess
+00:30:48.050 --> 00:30:51.680
+thing we did once we once we had the maps doing, and we
-00:31:40.559 --> 00:31:41.600
-right now y'all
+00:30:51.680 --> 00:30:56.040
+haven't gotten into the features of the maps we can we can
-00:31:41.600 --> 00:31:43.120
-it does some stuff that's really
+00:30:56.040 --> 00:30:59.200
+appoint time to that or not, but there are a number of
-00:31:43.120 --> 00:31:45.120
-exciting to us but the code is terrible
+00:30:59.200 --> 00:31:01.160
+features there that we can look at.
-00:31:45.120 --> 00:31:47.039
-and we need all the help we can get
+00:31:01.160 --> 00:31:06.310
+The, we then wanted to try to see if that could make other
-00:31:47.039 --> 00:31:48.399
-being told what our problems are and how
+00:31:06.310 --> 00:31:11.550
+interfaces more appealing so we built stuff like, that's
-00:31:48.399 --> 00:31:49.279
-to fix them
+00:31:11.550 --> 00:31:14.160
+going to be the map again.
-00:31:49.279 --> 00:31:51.360
-so that is if you take nothing away from
+00:31:14.160 --> 00:31:18.580
+I'll just run it here through I am so it's more obvious
-00:31:51.360 --> 00:31:52.559
-this talk
+00:31:18.580 --> 00:31:20.160
+what I'm doing.
-00:31:52.559 --> 00:31:54.799
-take away from it that we could use
+00:31:20.160 --> 00:31:23.160
+So let's look next to the character sheet.
-00:31:54.799 --> 00:32:00.480
-your help
+00:31:23.160 --> 00:31:27.160
+Oops.
-00:32:00.480 --> 00:32:02.399
-yeah that doubles back to when we
+00:31:27.160 --> 00:31:33.160
+And alt P doesn't work. Okay.
-00:32:02.399 --> 00:32:04.640
-were talking about larry wall's cardinal
+00:31:33.160 --> 00:31:35.160
+That's a bummer.
-00:32:04.640 --> 00:32:06.320
-virtues of programming like we
+00:31:35.160 --> 00:31:38.160
+That is not auto loaded.
-00:32:06.320 --> 00:32:07.440
-definitely
+00:31:38.160 --> 00:31:41.120
+So this, this project is a bit of a mess right now, y'all,
-00:32:07.440 --> 00:32:09.760
-took on some hubris thinking we could do
+00:31:41.120 --> 00:31:43.800
+it does some stuff that's really exciting to us but the
-00:32:09.760 --> 00:32:10.640
-this
+00:31:43.800 --> 00:31:46.560
+code is terrible and we need all the help we can get being
-00:32:10.640 --> 00:32:13.519
-and we might not be wrong but we
+00:31:46.560 --> 00:31:49.160
+told what our problems are and how to fix them.
-00:32:13.519 --> 00:32:14.799
-could do it easier with
+00:31:49.160 --> 00:31:53.160
+So that is if you take nothing away from this talk.
-00:32:14.799 --> 00:32:16.799
-more hands you know many hands make
+00:31:53.160 --> 00:32:00.160
+Take away from it that we could use your help.
-00:32:16.799 --> 00:32:18.240
-light work all right
+00:32:00.160 --> 00:32:03.692
+Yeah, that doubles back to when we were talking about
-00:32:18.240 --> 00:32:21.760
-I'll bite yeah
+00:32:03.693 --> 00:32:07.800
+Larry Wall's cardinal virtues of programming like we definitely
-00:32:21.760 --> 00:32:23.360
-and the character she won't load for us
+00:32:07.800 --> 00:32:11.160
+took on some hubris, thinking we could do this.
-00:32:23.360 --> 00:32:24.799
-today I had some problems with my
+00:32:11.160 --> 00:32:14.300
+We might not be wrong, but we could do it easier with more
-00:32:24.799 --> 00:32:26.960
-version control I had to revert my thing
+00:32:14.300 --> 00:32:18.160
+hands, you know, many hands make light work. All right.
-00:32:26.960 --> 00:32:29.360
-I threw all my local changes in a stash
+00:32:18.160 --> 00:32:21.160
+I'll bite.
-00:32:29.360 --> 00:32:31.200
-and it's it's a terrible mess let's look
+00:32:21.160 --> 00:32:24.580
+Yeah, and the character she won't load for us today I had
-00:32:31.200 --> 00:32:32.080
-at stuff I
+00:32:24.580 --> 00:32:27.880
+some problems with my version control I had to revert my
-00:32:32.080 --> 00:32:37.519
-tested already today before
+00:32:27.880 --> 00:32:31.290
+thing I threw all my local changes in a stash and it's it's
-00:32:37.519 --> 00:32:40.559
-you got the battle board available
+00:32:31.290 --> 00:32:35.160
+a terrible mess let's look at stuff I tested already today.
-00:32:40.559 --> 00:32:43.760
-let's find out first we'll load library
+00:32:35.160 --> 00:32:40.160
+Before you got the battle board available.
-00:32:43.760 --> 00:32:45.760
-it
+00:32:40.160 --> 00:32:42.160
+Let's find out.
-00:32:45.760 --> 00:32:48.000
-in fact actually your basic require
+00:32:42.160 --> 00:32:46.160
+First of all, the library.
-00:32:48.000 --> 00:32:57.440
-should work
+00:32:46.160 --> 00:32:57.160
+In fact, actually, your basic require should work.
-00:32:57.440 --> 00:33:00.480
-no I can try load library
+00:32:57.160 --> 00:32:59.160
+No.
-00:33:00.480 --> 00:33:02.640
-you know what let's forg I'm just
+00:32:59.160 --> 00:33:03.490
+You can try a load library. You know what, let's, I'm just
-00:33:02.640 --> 00:33:03.760
-going to go ahead and give it to you as a
+00:33:03.490 --> 00:33:07.350
+going to go ahead and give it to you as a lab beast, since
-00:33:03.760 --> 00:33:04.960
-lab beast
+00:33:07.350 --> 00:33:10.160
+that's probably more fun to watch.
-00:33:04.960 --> 00:33:09.919
-since that's probably more fun to watch
+00:33:10.160 --> 00:33:16.570
+So we'll take it from my own and this is more likely to be
-00:33:09.919 --> 00:33:11.600
-we'll take it from my own inet
+00:33:16.570 --> 00:33:17.160
+healthy.
-00:33:11.600 --> 00:33:16.640
-this is more likely to be healthy
+00:33:17.160 --> 00:33:19.160
+Since only some of the time.
-00:33:16.640 --> 00:33:19.840
-since only some of the time first we
+00:33:19.160 --> 00:33:25.160
+First we have to control x, all the IDM.
-00:33:19.840 --> 00:33:20.880
-have to
+00:33:25.160 --> 00:33:30.360
+All right, and having then loaded the net control you have
-00:33:20.880 --> 00:33:24.799
-ctrl x alt I d m
+00:33:30.360 --> 00:33:35.550
+nine should give me the maps, and we can verify things work
-00:33:24.799 --> 00:33:28.559
-all right and having then loaded
+00:33:35.550 --> 00:33:39.160
+in a basic way just by changing level.
-00:33:28.559 --> 00:33:31.760
-the init control u f9
+00:33:39.160 --> 00:33:44.160
+Let's look at something else.
-00:33:31.760 --> 00:33:34.080
-should give me the maps and we can
+00:33:44.160 --> 00:33:49.380
+I mentioned, there were a number of bindings, show them
-00:33:34.080 --> 00:33:35.200
-verify
+00:33:49.380 --> 00:33:50.160
+briefly.
-00:33:35.200 --> 00:33:37.200
-things work in a basic way just by
+00:33:50.160 --> 00:33:55.820
+We wrote our own functions to handle movement. Some of
-00:33:37.200 --> 00:33:38.640
-changing level
+00:33:55.820 --> 00:34:00.872
+those in SVG dot el the left, left and right movements
-00:33:38.640 --> 00:33:43.200
-let's look at something else
+00:34:00.873 --> 00:34:07.160
+didn't seem to work quite quite likely coding, of course.
-00:33:43.200 --> 00:33:46.399
-I mentioned there were a number of
+00:34:07.160 --> 00:34:10.160
+Um, all right, enough.
-00:33:46.399 --> 00:33:47.360
-bindings
+00:34:10.160 --> 00:34:13.160
+So let's, let's see if battle board works now.
-00:33:47.360 --> 00:33:51.600
-show them briefly we wrote our own
+00:34:13.160 --> 00:34:16.160
+I really thought that was on F7.
-00:33:51.600 --> 00:33:54.080
-functions to handle movement some of
+00:34:16.160 --> 00:34:19.160
+Up that's the character sheet suite.
-00:33:54.080 --> 00:33:56.640
-those in SVG.el the left
+00:34:19.160 --> 00:34:25.160
+Okay, how to use your bindings.
-00:33:56.640 --> 00:33:59.679
-left and right movements didn't
+00:34:25.160 --> 00:34:28.160
+So that looks a little better.
-00:33:59.679 --> 00:34:02.640
-didn't seem to work quite quite likely
+00:34:28.160 --> 00:34:34.160
+So let's talk about the character sheet.
-00:34:02.640 --> 00:34:03.120
-coding
+00:34:34.160 --> 00:34:36.160
+Yeah.
-00:34:03.120 --> 00:34:06.720
-of course
+00:34:36.160 --> 00:34:40.570
+So the character sheet was our first big repurposing of the
-00:34:06.720 --> 00:34:09.760
-all right enough
+00:34:40.570 --> 00:34:45.160
+engine that we couldn't do the battle board program that.
-00:34:09.760 --> 00:34:11.760
-so let's let's see if battleboard works
+00:34:45.160 --> 00:34:54.160
+Let's see if that runs now to.
-00:34:11.760 --> 00:34:13.040
-now
+00:34:54.160 --> 00:35:01.160
+It's not interactive if it does.
-00:34:13.040 --> 00:34:15.760
-I really thought that was on f7 up
+00:35:01.160 --> 00:35:05.160
+Good.
-00:34:15.760 --> 00:34:17.040
-that's the character sheet
+00:35:05.160 --> 00:35:09.160
+So,
-00:34:17.040 --> 00:34:19.679
-sweet that's why you stay out of user
+00:35:09.160 --> 00:35:12.360
+try smex guess? No joy. All right, I'm not sure what's
-00:34:19.679 --> 00:34:24.879
-bindings
+00:35:12.360 --> 00:35:14.160
+up with the battle board Erik.
-00:34:24.879 --> 00:34:28.079
-so that looks a little better
+00:35:14.160 --> 00:35:17.190
+We haven't messed with that one for a while in fact we had
-00:34:28.079 --> 00:34:33.919
-so let's talk about the character sheet
+00:35:17.190 --> 00:35:20.270
+discussed using its code as an example so maybe we'll debug
-00:34:33.919 --> 00:34:35.919
-yeah
+00:35:20.270 --> 00:35:21.160
+it with you.
-00:34:35.919 --> 00:34:38.000
-so the character sheet was our first big
+00:35:21.160 --> 00:35:24.160
+I'll certainly check for questions first.
-00:34:38.000 --> 00:34:39.839
-repurposing
+00:35:24.160 --> 00:35:29.740
+Um, the. So the character sheet which is not scaling
-00:34:39.839 --> 00:34:42.560
-of the engine that we couldn't do the
+00:35:29.740 --> 00:35:31.160
+ideally here.
-00:34:42.560 --> 00:34:44.159
-battle board program
+00:35:31.160 --> 00:35:36.160
+See if reloading it does anything.
-00:34:44.159 --> 00:34:53.599
-that let's see if that runs now too
+00:35:36.160 --> 00:35:37.160
+Nope.
-00:34:53.599 --> 00:35:00.880
-it's not interactive if it does
+00:35:37.160 --> 00:35:40.660
+As far as I can tell, assuming you don't have this
-00:35:00.880 --> 00:35:04.960
-good
+00:35:40.660 --> 00:35:43.160
+implemented character sheet.
-00:35:04.960 --> 00:35:08.480
-no
+00:35:43.160 --> 00:35:49.800
+That's right, there's everything in scale, it take in order
-00:35:08.480 --> 00:35:11.760
-try let cemex guess no joy all right I'm
+00:35:49.800 --> 00:35:54.160
+to get what you were looking at there.
-00:35:11.760 --> 00:35:13.040
-not sure what's up with the battle board
+00:35:54.160 --> 00:35:56.160
+All right.
-00:35:13.040 --> 00:35:14.079
-Erik
+00:35:56.160 --> 00:36:03.201
+This, this whole thing is hard coded, basically to the
-00:35:14.079 --> 00:35:15.280
-we haven't messed with that one for a
+00:36:03.202 --> 00:36:08.160
+gills, except for things like this.
-00:35:15.280 --> 00:35:17.119
-while in fact
+00:36:08.160 --> 00:36:11.780
+This program represents a re implementation of the drawing
-00:35:17.119 --> 00:35:18.880
-we had discussed using its code as an
+00:36:11.780 --> 00:36:17.420
+engine using all of the same things. Let's see that
-00:35:18.880 --> 00:35:21.040
-example so maybe we'll debug it with you
+00:36:17.420 --> 00:36:20.160
+selected so
-00:35:21.040 --> 00:35:22.640
-I'll certainly check for questions
+00:36:20.160 --> 00:36:23.160
+we'll just try bringing up a map again.
-00:35:22.640 --> 00:35:25.359
-first
+00:36:23.160 --> 00:36:27.180
+There's one and you'll notice DM map doesn't know anything
-00:35:25.359 --> 00:35:28.079
-the so the character sheet which is
+00:36:27.180 --> 00:36:31.240
+about the new draw engine, and there are a couple of places
-00:35:28.079 --> 00:35:31.280
-not scaling ideally here
+00:36:31.240 --> 00:36:35.160
+where the new draw engine is still hooked in to the.
-00:35:31.280 --> 00:35:35.680
-see if reloading it does anything
+00:36:35.160 --> 00:36:38.250
+For example, particularly the sizing of the graph paper
-00:35:35.680 --> 00:35:39.440
-nope not as far as I can tell assuming
+00:36:38.250 --> 00:36:43.160
+background. So I've started the work in DM draw.
-00:35:39.440 --> 00:35:40.960
-you don't have this scale implemented
+00:36:44.160 --> 00:36:47.950
+Of trying to show how exactly we did this removing the, how
-00:35:40.960 --> 00:35:42.800
-for character sheet
+00:36:47.950 --> 00:36:51.040
+did we get data out of org mode that I talked about
-00:35:42.800 --> 00:35:44.960
-that's right there's everything in scale
+00:36:51.040 --> 00:36:56.410
+yesterday with our ETL flows, and just focusing on what how
-00:35:44.960 --> 00:35:46.800
-it take in order to get what you were
+00:36:56.410 --> 00:37:00.580
+did we solve the problem of predicated drawing, which I
-00:35:46.800 --> 00:35:54.079
-looking at there
+00:37:00.580 --> 00:37:04.290
+realized we didn't really talk about so should I jump into
-00:35:54.079 --> 00:35:58.640
-all right this
+00:37:04.290 --> 00:37:05.160
+that.
-00:35:58.640 --> 00:36:02.240
-this whole thing is hard-coded
+00:37:05.160 --> 00:37:06.160
+Yeah, I guess.
-00:36:02.240 --> 00:36:05.440
-basically to the gills except
+00:37:06.160 --> 00:37:09.160
+How are we on time, we have time for detours.
-00:36:05.440 --> 00:36:09.040
-for things like this this program
+00:37:09.160 --> 00:37:12.450
+Um, yeah, it looks like we could spend two or three minutes
-00:36:09.040 --> 00:36:10.640
-represents a re-implementation of the
+00:37:12.450 --> 00:37:15.160
+on that and then come back for the questions.
-00:36:10.640 --> 00:36:11.040
-draw
+00:37:15.160 --> 00:37:18.160
+Cool.
-00:36:11.040 --> 00:36:14.880
-engine using all of the same things
+00:37:18.160 --> 00:37:21.440
+And I'm just going to peek into my org mode into my chat
-00:36:14.880 --> 00:36:19.599
-let's see that's selected so
+00:37:21.440 --> 00:37:24.970
+conference and I don't see anybody talking to me from the
-00:36:19.599 --> 00:36:21.680
-we'll just try bringing up a map
+00:37:24.970 --> 00:37:29.160
+organizer channel, so I'm gonna assume that's a good guess.
-00:36:21.680 --> 00:36:23.119
-again
+00:37:29.160 --> 00:37:33.700
+All right, so let's go ahead and play with the map a
-00:36:23.119 --> 00:36:26.320
-there's one and you'll notice dm
+00:37:33.700 --> 00:37:38.170
+little then that is pretty fun and so much fun that we
-00:36:26.320 --> 00:36:28.560
-map doesn't know anything about the new
+00:37:38.170 --> 00:37:42.640
+had to curtail play sessions in order to keep working on
-00:36:28.560 --> 00:36:29.839
-draw engine
+00:37:42.640 --> 00:37:44.160
+the project.
-00:36:29.839 --> 00:36:31.599
-and there are a couple of places where
+00:37:44.160 --> 00:37:52.160
+So, I'll, I'll do the.
-00:36:31.599 --> 00:36:33.520
-the new draw engine is still
+00:37:52.160 --> 00:37:58.516
+Um, we'll try to find something different from any gift
-00:36:33.520 --> 00:36:36.480
-hooked in to the s for example
+00:37:58.517 --> 00:38:01.160
+I've shared here right.
-00:36:36.480 --> 00:36:37.440
-particularly
+00:38:01.160 --> 00:38:06.160
+So here we are in a random. Go ahead, Erik, you feel.
-00:36:37.440 --> 00:36:39.680
-the sizing of the graph paper background
+00:38:06.160 --> 00:38:10.660
+Okay, so what we're, what Corwin is doing here is he's
-00:36:39.680 --> 00:36:41.119
-so I've started the work
+00:38:10.660 --> 00:38:15.380
+about to put the map into play mode, which is going to turn
-00:36:41.119 --> 00:36:44.240
-in dmdraw.el
+00:38:15.380 --> 00:38:17.160
+on the fog of war.
-00:36:44.240 --> 00:36:47.040
-of trying to show how exactly we did
+00:38:17.160 --> 00:38:21.100
+And then we're going to use the fog of war and the, the
-00:36:47.040 --> 00:36:47.440
-this
+00:38:21.100 --> 00:38:25.230
+play mode to kind of reveal the map, one square at a time
-00:36:47.440 --> 00:36:50.160
-removing the how did we get data out of
+00:38:25.230 --> 00:38:28.160
+like we would during a play session.
-00:36:50.160 --> 00:36:51.760
-org mode that I talked about yesterday
+00:38:28.160 --> 00:38:32.350
+So we'll just drop the party randomly somewhere onto this
-00:36:51.760 --> 00:36:53.280
-with our etl flows
+00:38:32.350 --> 00:38:36.160
+map looks like we're on alpha maze level three here.
-00:36:53.280 --> 00:36:56.480
-and just focusing on
+00:38:36.160 --> 00:38:46.160
+And then we'll walk around a little.
-00:36:56.480 --> 00:36:58.960
-how did we solve the problem of
+00:38:46.160 --> 00:38:52.280
+Okay, so we're halfway there. I'll have to, I'll have to do
-00:36:58.960 --> 00:37:00.160
-predicated drawing
+00:38:52.280 --> 00:38:55.540
+a full redraw the sketch the sketching stuff has has has
-00:37:00.160 --> 00:37:01.839
-which I realized we didn't really talk
+00:38:55.540 --> 00:38:58.980
+broken things here like I said, the two aren't separated
-00:37:01.839 --> 00:37:05.200
-about so should I jump into that
+00:38:58.980 --> 00:39:01.910
+once I run them in the same instance, they're not
-00:37:05.200 --> 00:37:07.760
-yeah I guess how are we on time we
+00:39:01.910 --> 00:39:03.160
+predictable.
-00:37:07.760 --> 00:37:09.280
-have time for detours
+00:39:03.160 --> 00:39:08.060
+Okay, so let me elaborate here when he says the sketching
-00:37:09.280 --> 00:37:11.359
-yeah it looks like we could spend two
+00:39:08.060 --> 00:39:12.960
+stuff. The current focus of our work is to turn all of this
-00:37:11.359 --> 00:37:12.800
-or three minutes on that and then
+00:39:12.960 --> 00:39:17.940
+map stuff we've got into a basically a WYSIWYG map editor,
-00:37:12.800 --> 00:37:15.599
-come back for the questions cool do
+00:39:17.940 --> 00:39:22.330
+where we can get into the tiles, and we'll be able to
-00:37:15.599 --> 00:37:17.680
-it
-
-00:37:17.680 --> 00:37:20.480
-and I'm just going to peek into my org mode
-
-00:37:20.480 --> 00:37:20.800
-by
-
-00:37:20.800 --> 00:37:23.200
-into my chat conference and I don't see
-
-00:37:23.200 --> 00:37:24.960
-anybody talking to me from the organizer
-
-00:37:24.960 --> 00:37:25.520
-channel
-
-00:37:25.520 --> 00:37:26.560
-so I'm going to assume that's a good
-
-00:37:26.560 --> 00:37:28.800
-guess
-
-00:37:28.800 --> 00:37:32.079
-all right so let's let's go ahead and
-
-00:37:32.079 --> 00:37:34.160
-play with the map a little then that is
-
-00:37:34.160 --> 00:37:37.760
-pretty fun and and so much fun
-
-00:37:37.760 --> 00:37:39.440
-that we had to curtail play sessions in
-
-00:37:39.440 --> 00:37:41.760
-order to keep working on the project
-
-00:37:41.760 --> 00:37:45.119
-
-
-00:37:45.119 --> 00:37:48.480
-so I'll
-
-00:37:48.480 --> 00:37:51.839
-I'll do the
-
-00:37:51.839 --> 00:37:55.920
-we'll try to find something different
-
-00:37:55.920 --> 00:38:01.040
-from any gif I've shared here right
-
-00:38:01.040 --> 00:38:03.359
-so here we are in a random go ahead Erik
-
-00:38:03.359 --> 00:38:05.760
-you phil
-
-00:38:05.760 --> 00:38:08.240
-oh okay so what what what corwin is
-
-00:38:08.240 --> 00:38:10.000
-doing here is he's about to put the
-
-00:38:10.000 --> 00:38:13.359
-the map into play mode
-
-00:38:13.359 --> 00:38:16.800
-which is going to turn on the fog of war
-
-00:38:16.800 --> 00:38:19.920
-and then we're going to use
-
-00:38:19.920 --> 00:38:23.040
-the fog of war and the the play mode to
-
-00:38:23.040 --> 00:38:24.560
-kind of reveal the map
-
-00:38:24.560 --> 00:38:26.240
-one square at a time like we would
-
-00:38:26.240 --> 00:38:28.160
-during a play session
-
-00:38:28.160 --> 00:38:29.920
-so we'll just drop the party randomly
-
-00:38:29.920 --> 00:38:31.280
-somewhere onto this map
-
-00:38:31.280 --> 00:38:33.839
-looks like we're on alpha maze level
-
-00:38:33.839 --> 00:38:36.079
-three here
-
-00:38:36.079 --> 00:38:40.800
-and
-
-00:38:40.800 --> 00:38:46.320
--oh then we'll walk around a little
-
-00:38:46.320 --> 00:38:50.480
-okay there we go we're halfway there
-
-00:38:50.480 --> 00:38:52.160
-I'll have to I'll have to do a full
-
-00:38:52.160 --> 00:38:53.520
-redraw
-
-00:38:53.520 --> 00:38:55.920
-the sketch the sketching stuff has
-
-00:38:55.920 --> 00:38:58.480
-has has broken things here like I said
-
-00:38:58.480 --> 00:39:00.240
-the two aren't separated once I run them
-
-00:39:00.240 --> 00:39:01.599
-in the same instance they're not
-
-00:39:01.599 --> 00:39:03.520
-predictable
-
-00:39:03.520 --> 00:39:05.359
-okay so let me elaborate here when he
-
-00:39:05.359 --> 00:39:07.040
-says the sketching stuff
-
-00:39:07.040 --> 00:39:10.560
-the current focus of our work is to
-
-00:39:10.560 --> 00:39:13.520
-turn all of this map stuff we've got
-
-00:39:13.520 --> 00:39:14.320
-into
-
-00:39:14.320 --> 00:39:17.920
-a basically a wysiwyg map editor
-
-00:39:17.920 --> 00:39:20.880
-where we can get into the tiles and
-
-00:39:20.880 --> 00:39:22.160
-we'll be able to
-
-00:39:22.160 --> 00:39:24.480
+00:39:22.330 --> 00:39:24.160
select the tile and basically rubber
-00:39:24.480 --> 00:39:26.560
-stamp it into a map
-
-00:39:26.560 --> 00:39:29.680
-graphically and then save the map file
-
-00:39:29.680 --> 00:39:30.000
-out
-
-00:39:30.000 --> 00:39:33.280
-and load it back in later so that
-
-00:39:33.280 --> 00:39:36.720
-we're able to you know just pound out
-
-00:39:36.720 --> 00:39:38.480
-these maps real fast
-
-00:39:38.480 --> 00:39:42.000
-using a graphical editor rather than
-
-00:39:42.000 --> 00:39:43.200
-having to hand code
-
-00:39:43.200 --> 00:39:45.440
-every symbol and every square of the
-
-00:39:45.440 --> 00:39:48.000
-tables
-
-00:39:48.000 --> 00:39:52.960
-so the process of doing that
-
-00:39:52.960 --> 00:39:54.800
-things are a mess we've got covers off
-
-00:39:54.800 --> 00:39:56.720
-there's wires hanging out
-
-00:39:56.720 --> 00:39:58.720
-different stuff works on different
-
-00:39:58.720 --> 00:40:03.119
-days
-
-00:40:03.119 --> 00:40:05.200
-well I will say in our defense this is
-
-00:40:05.200 --> 00:40:07.119
-exactly why we staged a complicated
-
-00:40:07.119 --> 00:40:07.520
-thing
-
-00:40:07.520 --> 00:40:09.680
-and probably we should have just gone
-
-00:40:09.680 --> 00:40:11.119
-with that instead of
-
-00:40:11.119 --> 00:40:14.160
-trying to give you the experience
-
-00:40:14.160 --> 00:40:17.760
-of of of what it's like to use Emacs
-
-00:40:17.760 --> 00:40:19.200
-to do this which is
-
-00:40:19.200 --> 00:40:21.359
-which is sort of the last minute thought
-
-00:40:21.359 --> 00:40:23.280
-there and my apologies for that
-
-00:40:23.280 --> 00:40:25.119
-if that's made it harder to follow the
-
-00:40:25.119 --> 00:40:27.200
-thread let's check back now for
-
-00:40:27.200 --> 00:40:28.240
-questions
-
-00:40:28.240 --> 00:40:30.000
-and see if anybody wants to redirect at
-
-00:40:30.000 --> 00:40:36.640
-all
-
-00:40:36.640 --> 00:40:39.599
-so yep this so what you're looking at
-
-00:40:39.599 --> 00:40:40.800
-all uses prog
-
-00:40:40.800 --> 00:40:44.880
-pragmatic SVG
-
-00:40:44.880 --> 00:40:47.760
-SVG generation for question number
-
-00:40:47.760 --> 00:40:49.119
-four there have you played with
-
-00:40:49.119 --> 00:40:52.000
-generating svgs pragmatically in Emacs
-
-00:40:52.000 --> 00:40:55.119
-that is what the maps are doing in
-
-00:40:55.119 --> 00:40:55.680
-terms
-
-00:40:55.680 --> 00:40:58.480
-of we should have been maybe more
-
-00:40:58.480 --> 00:41:00.400
-explicit about that we started hand
-
-00:41:00.400 --> 00:41:01.680
-coding things and
-
-00:41:01.680 --> 00:41:05.119
-once we got the idea of what the code
-
-00:41:05.119 --> 00:41:06.400
-was going to look like
-
-00:41:06.400 --> 00:41:09.359
-we switched to doing it programmatically
-
-00:41:09.359 --> 00:41:10.000
-so
-
-00:41:10.000 --> 00:41:12.880
-we were going to open up maybe now if
-
-00:41:12.880 --> 00:41:14.640
-we've got time we can get into the tile
-
-00:41:14.640 --> 00:41:15.839
-set real quick
-
-00:41:15.839 --> 00:41:18.640
-sure we definitely didn't do any of the
-
-00:41:18.640 --> 00:41:20.560
-pathing slides and so now we've skipped
-
-00:41:20.560 --> 00:41:23.040
-over some stuff we were going to present
-
-00:41:23.040 --> 00:41:25.040
-yeah that's right we skipped a whole
-
-00:41:25.040 --> 00:41:26.880
-bunch of slides and I can certainly
-
-00:41:26.880 --> 00:41:28.160
-go back to them they're open here
-
-00:41:28.160 --> 00:41:31.040
-obviously
-
-00:41:31.040 --> 00:41:33.599
-right I was just showing off the
-
-00:41:33.599 --> 00:41:34.480
-sketching
-
-00:41:34.480 --> 00:41:36.880
-tool briefly in that context but I
-
-00:41:36.880 --> 00:41:38.000
-think you're right let's
-
-00:41:38.000 --> 00:41:40.000
-we can jump over to the actually I
-
-00:41:40.000 --> 00:41:41.280
-should finish with this now having
-
-00:41:41.280 --> 00:41:42.000
-teased it
-
-00:41:42.000 --> 00:41:45.119
-so let's do the same thing here ctrl h m
-
-00:41:45.119 --> 00:41:47.119
-and you'll see in this case there are
-
-00:41:47.119 --> 00:41:48.560
-very few keyboard
-
-00:41:48.560 --> 00:41:52.160
-key bindings that are set up even
-
-00:41:52.160 --> 00:41:55.359
-this shift delete has a tera
-
-00:41:55.359 --> 00:41:59.280
-or shift with
-
-00:41:59.280 --> 00:42:02.560
-yeah control delete it would seem to be
-
-00:42:02.560 --> 00:42:05.680
-so that has couple obvious bugs with it
-
-00:42:05.680 --> 00:42:07.119
-right didn't pick it didn't pick up
-
-00:42:07.119 --> 00:42:09.280
-those control points until I reused them
-
-00:42:09.280 --> 00:42:11.280
-not clearing that stack
-
-00:42:11.280 --> 00:42:13.760
-and also should probably think about
-
-00:42:13.760 --> 00:42:14.480
-whether
-
-00:42:14.480 --> 00:42:16.720
-the origin should return and hey marking
-
-00:42:16.720 --> 00:42:18.400
-that origin would be nice
-
-00:42:18.400 --> 00:42:19.839
-so there's a tremendous amount to do
-
-00:42:19.839 --> 00:42:21.680
-here this is just
-
-00:42:21.680 --> 00:42:24.400
-showing that it is possible to use
-
-00:42:24.400 --> 00:42:26.079
-essentially like a touch input
-
-00:42:26.079 --> 00:42:31.680
-to
-
-00:42:31.680 --> 00:42:35.119
-yeah and then also we can switch over to
-
-00:42:35.119 --> 00:42:35.760
-our place
-
-00:42:35.760 --> 00:42:39.040
-tool and
-
-00:42:39.040 --> 00:42:43.040
-hopefully we can get a nice big menu
-
-00:42:43.040 --> 00:42:45.040
-of all the tiles that Erik prepared for
-
-00:42:45.040 --> 00:42:49.440
-the game maps
-
-00:42:49.440 --> 00:42:51.680
-that was probably a terrible choice
-
-00:42:51.680 --> 00:42:53.119
-but there you have just a bit of
-
-00:42:53.119 --> 00:42:56.800
-corridor right
-
-00:42:56.800 --> 00:43:00.480
-that looks
-
-00:43:00.480 --> 00:43:04.560
-and even the click yep and this this
-
-00:43:04.560 --> 00:43:06.160
-glitch action here is the last thing I
-
-00:43:06.160 --> 00:43:07.280
-was working on before I dropped
-
-00:43:07.280 --> 00:43:08.079
-everything to
-
-00:43:08.079 --> 00:43:10.079
-to build the decks that we will soon
-
-00:43:10.079 --> 00:43:14.240
-share for this conference
-
-00:43:14.240 --> 00:43:19.680
-so okay back to the tile sets
-
-00:43:19.680 --> 00:43:22.160
-right so the way we approached drawing
-
-00:43:22.160 --> 00:43:23.440
-it programmatically
-
-00:43:23.440 --> 00:43:25.200
-is we broke our code up into little
-
-00:43:25.200 --> 00:43:27.280
-snippets we called tiles
-
-00:43:27.280 --> 00:43:29.280
-corman's going to open up the tile
-
-00:43:29.280 --> 00:43:32.160
-set here basically each tile has a name
-
-00:43:32.160 --> 00:43:35.280
-and then with that name we place data
-
-00:43:35.280 --> 00:43:37.920
-into different layers of the image
-
-00:43:37.920 --> 00:43:40.640
-some of the layers are just SVG paths
-
-00:43:40.640 --> 00:43:41.280
-and
-
-00:43:41.280 --> 00:43:44.880
-the data is just SVG commands
-
-00:43:44.880 --> 00:43:47.920
-like we saw in that handwritten code and
-
-00:43:47.920 --> 00:43:50.960
-some of it is compositions of other
-
-00:43:50.960 --> 00:43:54.160
-tiles so a tile can be made up of other
-
-00:43:54.160 --> 00:43:56.160
-tiles
-
-00:43:56.160 --> 00:43:58.000
-furthermore some of these tiles have
-
-00:43:58.000 --> 00:43:59.599
-conditional code in it
-
-00:43:59.599 --> 00:44:02.319
-where like some of this stuff is talking
-
-00:44:02.319 --> 00:44:02.720
-about
-
-00:44:02.720 --> 00:44:06.560
-elf and bang elf so the map is going to
-
-00:44:06.560 --> 00:44:08.079
-be drawn differently depending
-
-00:44:08.079 --> 00:44:09.440
-on whether or not there's elves in the
-
-00:44:09.440 --> 00:44:11.200
-party
-
-00:44:11.200 --> 00:44:16.880
-so and that's the demo they broke
-
-00:44:16.880 --> 00:44:18.240
-the engine has to make all those
-
-00:44:18.240 --> 00:44:20.000
-decisions
-
-00:44:20.000 --> 00:44:21.599
-and that's what we're calling predicated
-
-00:44:21.599 --> 00:44:23.280
-drawing oh there's a
-
-00:44:23.280 --> 00:44:25.200
-special room here do you have any elves
-
-00:44:25.200 --> 00:44:26.480
-you do so I draw
-
-00:44:26.480 --> 00:44:32.880
-there is elf's way
-
-00:44:32.880 --> 00:44:35.839
-yeah so we built up the set of tiles and
-
-00:44:35.839 --> 00:44:36.319
-then
-
-00:44:36.319 --> 00:44:39.920
-we basically made map files which
-
-00:44:39.920 --> 00:44:43.760
-take our map and break it up into xy
-
-00:44:43.760 --> 00:44:47.839
-grids and then we drop these tiles into
-
-00:44:47.839 --> 00:44:50.240
-positions on the map so we can use the
-
-00:44:50.240 --> 00:44:52.000
-same tile square after square after
-
-00:44:52.000 --> 00:44:52.480
-square
-
-00:44:52.480 --> 00:44:54.720
-when there's a corridor north south it's
-
-00:44:54.720 --> 00:44:55.680
-the same tile
-
-00:44:55.680 --> 00:44:59.119
-over and over again and that makes it
-
-00:44:59.119 --> 00:45:02.400
-easy to reuse the code and then also
-
-00:45:02.400 --> 00:45:05.920
-when
-
-00:45:05.920 --> 00:45:10.560
-when we go to present the
-
-00:45:10.560 --> 00:45:13.520
-what am I trying to say the the drawing
-
-00:45:13.520 --> 00:45:15.839
-in in fog of war mode as we move down
-
-00:45:15.839 --> 00:45:18.000
-the corridor we can just add the
-
-00:45:18.000 --> 00:45:20.640
-necessary code one bit at a time to the
-
-00:45:20.640 --> 00:45:23.440
-visible image so that what we're
-
-00:45:23.440 --> 00:45:24.960
-displaying doesn't contain
-
-00:45:24.960 --> 00:45:27.359
-any data except what the party has
-
-00:45:27.359 --> 00:45:30.240
-already discovered
-
-00:45:30.240 --> 00:45:32.319
-and thus we have kind of spoiler rich
-
-00:45:32.319 --> 00:45:34.400
-documents sitting on the gm
-
-00:45:34.400 --> 00:45:37.359
-server and then less you know and
-
-00:45:37.359 --> 00:45:38.400
-spoiler-free
-
-00:45:38.400 --> 00:45:41.440
-data that flows down to the org mode
-
-00:45:41.440 --> 00:45:44.000
-files on the player system and the only
-
-00:45:44.000 --> 00:45:47.040
-real challenge is making sure that the
-
-00:45:47.040 --> 00:45:50.160
-the nothing that the game does can mess
-
-00:45:50.160 --> 00:45:50.960
-with the
-
-00:45:50.960 --> 00:45:54.480
-the the users the the players data file
-
-00:45:54.480 --> 00:45:55.280
-in case they
-
-00:45:55.280 --> 00:45:57.680
-might have their own notes and things in
-
-00:45:57.680 --> 00:46:00.160
-it that that would be the one
-
-00:46:00.160 --> 00:46:06.160
-you know number one thing to avoid
-
-00:46:06.160 --> 00:46:08.000
-another thing we can talk about here is
-
-00:46:08.000 --> 00:46:09.680
-that there are layers
-
-00:46:09.680 --> 00:46:11.839
-you can see this table at the bottom has
-
-00:46:11.839 --> 00:46:13.520
-tile and overlay
-
-00:46:13.520 --> 00:46:15.119
-the overlay column is just going to
-
-00:46:15.119 --> 00:46:17.040
-contain some actual SVG
-
-00:46:17.040 --> 00:46:20.800
-xml style tags so that's where we can
-
-00:46:20.800 --> 00:46:21.599
-add whatever
-
-00:46:21.599 --> 00:46:25.359
-text elements or other SVG like raw SVG
-
-00:46:25.359 --> 00:46:26.720
-tags we want
-
-00:46:26.720 --> 00:46:28.880
-whereas a lot of the other layers are
-
-00:46:28.880 --> 00:46:30.560
-going to be like path layers we've got
-
-00:46:30.560 --> 00:46:32.960
-water layers and beach layers
-
-00:46:32.960 --> 00:46:35.359
-and our plan was to have a style sheet
-
-00:46:35.359 --> 00:46:37.680
-that defines how each of those layers
-
-00:46:37.680 --> 00:46:38.720
-are represented
-
-00:46:38.720 --> 00:46:40.720
-so like when the water gets drawn blue
-
-00:46:40.720 --> 00:46:42.160
-and it's got arrows on it
-
-00:46:42.160 --> 00:46:45.520
-giving it direction all of that
-
-00:46:45.520 --> 00:46:47.680
-can be customized with a style sheet to
-
-00:46:47.680 --> 00:46:49.200
-change the water to be
-
-00:46:49.200 --> 00:46:51.200
-whatever you want and like we have
-
-00:46:51.200 --> 00:46:52.960
-beaches as yellow but maybe you like
-
-00:46:52.960 --> 00:46:54.319
-beaches as red or
-
-00:46:54.319 --> 00:46:57.359
-you know whatever so we also built
-
-00:46:57.359 --> 00:47:01.200
-some test programs
-
-00:47:01.200 --> 00:47:04.079
-and various of the I'm not not sure what
-
-00:47:04.079 --> 00:47:05.359
-kind of shape we're going to find these in
-
-00:47:05.359 --> 00:47:07.040
-but we can try running them
-
-00:47:07.040 --> 00:47:10.640
-here for example is just a
-
-00:47:10.640 --> 00:47:12.960
-very basic all of using a saint using
-
-00:47:12.960 --> 00:47:15.119
-the same file to define
-
-00:47:15.119 --> 00:47:18.560
-the tiles and and then
-
-00:47:18.560 --> 00:47:24.880
-the layout so to speak oh look at that
-
-00:47:24.880 --> 00:47:26.640
-there's the layout okay so that
-
-00:47:26.640 --> 00:47:28.960
-actually looks fine tile
-
-00:47:28.960 --> 00:47:30.960
-and it's pat so this is defining a tile
-
-00:47:30.960 --> 00:47:32.400
-named seas
-
-00:47:32.400 --> 00:47:35.440
-and it's going to have a list of tiles
-
-00:47:35.440 --> 00:47:38.720
-defined above and you'll notice also
-
-00:47:38.720 --> 00:47:41.839
-that we can just sort of freely define
-
-00:47:41.839 --> 00:47:44.559
-and redefine and it sort of figures out
-
-00:47:44.559 --> 00:47:46.160
-oh this must still be part of the b
-
-00:47:46.160 --> 00:47:50.839
-row we could also have done
-
-00:47:50.839 --> 00:48:00.000
-this
-
-00:48:00.000 --> 00:48:02.160
-okay so this would this would work as
-
-00:48:02.160 --> 00:48:08.480
-would this
-
-00:48:08.480 --> 00:48:11.599
-one of early on in development when
-
-00:48:11.599 --> 00:48:12.720
-we were talking about
-
-00:48:12.720 --> 00:48:14.400
-getting data in and out of these org
-
-00:48:14.400 --> 00:48:15.839
-tables it
-
-00:48:15.839 --> 00:48:19.440
-was kind of a priority to us to
-
-00:48:19.440 --> 00:48:22.319
-leave the way the data is organized open
-
-00:48:22.319 --> 00:48:23.040
-to
-
-00:48:23.040 --> 00:48:26.960
-the users and to the Dungeon masters so
-
-00:48:26.960 --> 00:48:30.720
-while we set our tile set apart from our
-
-00:48:30.720 --> 00:48:32.559
-map sets
-
-00:48:32.559 --> 00:48:35.440
-this clearly shows that you can cram a
-
-00:48:35.440 --> 00:48:38.319
-tile set and a map into a single file
-
-00:48:38.319 --> 00:48:41.040
-so in situations like the surface where
-
-00:48:41.040 --> 00:48:43.040
-we're using different tiles from other
-
-00:48:43.040 --> 00:48:43.760
-maps
-
-00:48:43.760 --> 00:48:46.559
-maybe it makes sense to move you know
-
-00:48:46.559 --> 00:48:48.079
-those tiles just into the file
-
-00:48:48.079 --> 00:48:50.559
-with your map or like it's hard for us
-
-00:48:50.559 --> 00:48:52.400
-to predict how other people are going to
-
-00:48:52.400 --> 00:48:54.319
-want to use this when they design their
-
-00:48:54.319 --> 00:48:55.119
-games
-
-00:48:55.119 --> 00:48:57.359
-so we wanted to leave it as versatile as
-
-00:48:57.359 --> 00:48:58.160
-possible
-
-00:48:58.160 --> 00:49:01.599
-about how you can use it where it
-
-00:49:01.599 --> 00:49:02.640
-matters right
-
-00:49:02.640 --> 00:49:04.319
-not support every feature in the world I
-
-00:49:04.319 --> 00:49:05.920
-can't count the number of times I said
-
-00:49:05.920 --> 00:49:07.280
-Erik Erik Erik
-
-00:49:07.280 --> 00:49:09.200
-hey if we do it like this people will be
-
-00:49:09.200 --> 00:49:10.800
-able and he just like
-
-00:49:10.800 --> 00:49:14.000
-does it have to do that do we do we does
-
-00:49:14.000 --> 00:49:14.480
-it like
-
-00:49:14.480 --> 00:49:17.920
-do we need it right away
-
-00:49:17.920 --> 00:49:19.599
-do you have to really rewrite everything
-
-00:49:19.599 --> 00:49:21.040
-so it can all do that
-
-00:49:21.040 --> 00:49:24.160
-and a lot of those
-
-00:49:24.160 --> 00:49:26.880
-a lot of those conversations too but the
-
-00:49:26.880 --> 00:49:28.240
-the key flexibilities
-
-00:49:28.240 --> 00:49:31.200
-are really there people might want to
-
-00:49:31.200 --> 00:49:32.559
-use a lot of different files they might
-
-00:49:32.559 --> 00:49:34.160
-want to lay the tables out however they
-
-00:49:34.160 --> 00:49:35.760
-want they have to be able to say hey
-
-00:49:35.760 --> 00:49:37.440
-this is a table that has
-
-00:49:37.440 --> 00:49:39.440
-data that's controlled by the game and
-
-00:49:39.440 --> 00:49:40.720
-everything else in the file
-
-00:49:40.720 --> 00:49:44.079
-is not the game's problem
-
-00:49:44.079 --> 00:49:45.920
-on our table some of our tables started
-
-00:49:45.920 --> 00:49:47.440
-getting really wide so we started
-
-00:49:47.440 --> 00:49:48.960
-striping the tables
-
-00:49:48.960 --> 00:49:51.119
-where we'll repeat the same table over
-
-00:49:51.119 --> 00:49:52.640
-and over and over again to
-
-00:49:52.640 --> 00:49:56.400
-get all of the columns in there without
-
-00:49:56.400 --> 00:49:59.119
-making it you know a million miles wide
-
-00:49:59.119 --> 00:49:59.599
-yeah
-
-00:49:59.599 --> 00:50:01.040
-do you want to should I go ahead and
-
-00:50:01.040 --> 00:50:02.640
-pull open like a level here
-
-00:50:02.640 --> 00:50:06.079
-do you think sure just to have shown it
-
-00:50:06.079 --> 00:50:08.319
-the aisle set's a great example of
-
-00:50:08.319 --> 00:50:09.680
-striped tables if you
-
-00:50:09.680 --> 00:50:11.119
-look down like in the level change
-
-00:50:11.119 --> 00:50:18.800
-feature oh sure
-
-00:50:18.800 --> 00:50:20.240
-sorry I'm not quite sitting well to my
-
-00:50:20.240 --> 00:50:22.400
-keyboard here I can just readjust things
-
-00:50:22.400 --> 00:50:30.079
-real quick
-
-00:50:30.079 --> 00:50:33.280
-so what you know you can see here
-
-00:50:33.280 --> 00:50:35.200
-like some of these tables got real wide
-
-00:50:35.200 --> 00:50:36.800
-when we're stuffing SVG
-
-00:50:36.800 --> 00:50:40.559
-tags into them and what we
+00:39:24.160 --> 00:39:30.510
+stamp it into a map graphically, and then save the map file
-00:50:40.559 --> 00:50:44.160
-oh maybe it's not in these
+00:39:30.510 --> 00:39:36.470
+out and load it back in later, so that we're able to just
-00:50:44.160 --> 00:50:50.079
-I thought it was
+00:39:36.470 --> 00:39:40.160
+pound out these maps real fast.
-00:50:50.079 --> 00:50:52.960
-special probably yeah no there it is
+00:39:40.160 --> 00:39:44.480
+Using a graphical editor rather than having to hand code
-00:50:52.960 --> 00:50:54.240
-yeah
+00:39:44.480 --> 00:39:48.160
+every symbol and every square of the tables.
-00:50:54.240 --> 00:50:56.000
-it was in level change it does the table
+00:39:48.160 --> 00:39:51.160
+So the process of doing that.
-00:50:56.000 --> 00:50:58.720
-can you repeat okay great
+00:39:51.160 --> 00:39:56.190
+I hate them on things are a mess we've got covers off those
-00:50:58.720 --> 00:51:00.640
-up and down so fast I didn't realize so
+00:39:56.190 --> 00:40:03.160
+wires hanging out different stuff works on different days.
-00:51:00.640 --> 00:51:01.920
-this first table
+00:40:03.160 --> 00:40:06.860
+Well, I will say in our defense this is exactly why we
-00:51:01.920 --> 00:51:05.680
-we've got path and what is that stairs
+00:40:06.860 --> 00:40:10.880
+staged a complicated thing, and probably we should have
-00:51:05.680 --> 00:51:08.800
-so the stairs level is one that draws in
+00:40:10.880 --> 00:40:14.510
+just gone with that instead of trying to give you the
-00:51:08.800 --> 00:51:10.079
-like a pink color
+00:40:14.510 --> 00:40:18.460
+experience of, of what it's like to use Emacs to do this
-00:51:10.079 --> 00:51:11.920
-to highlight the places where you can
+00:40:18.460 --> 00:40:21.160
+which is sort of the last
-00:51:11.920 --> 00:51:13.440
-change level
+00:40:21.160 --> 00:40:26.450
+thought there and my apologies for that if that's made it
-00:51:13.440 --> 00:51:15.200
-and then if we scroll down to the second
+00:40:26.450 --> 00:40:31.650
+harder to follow the thread. Let's check back now for
-00:51:15.200 --> 00:51:17.200
-half of this section
+00:40:31.650 --> 00:40:37.160
+questions and see if anybody wants to redirect at all.
-00:51:17.200 --> 00:51:19.359
-the second table is going to have all of
+00:40:37.160 --> 00:40:41.438
+Oh yep, this. So what you're looking at all uses
-00:51:19.359 --> 00:51:20.960
-these same tiles in it but
+00:40:41.439 --> 00:40:46.860
+progrmamatic SVG generation for question number four there,
-00:51:20.960 --> 00:51:22.800
-instead of path and stairs we're going
+00:40:46.860 --> 00:40:52.160
+have you played with generating SVGs programmatically in Emacs.
-00:51:22.800 --> 00:51:24.720
-to have other
+00:40:52.160 --> 00:40:58.160
+That is what the maps are doing in terms of
-00:51:24.720 --> 00:51:27.920
-columns can we
+00:40:58.160 --> 00:41:01.860
+being more explicit about that we started hand coding
-00:51:27.920 --> 00:51:31.680
-see the next table
+00:41:01.860 --> 00:41:05.650
+things and once we got the, the idea of what the code was
-00:51:31.680 --> 00:51:33.839
-there we go so the same tiles only here
+00:41:05.650 --> 00:41:10.160
+going to look like we switched to doing it programmatically.
-00:51:33.839 --> 00:51:35.359
-we've got overlay
+00:41:10.160 --> 00:41:13.330
+So, we were going to open up maybe now we've got time we
-00:51:35.359 --> 00:51:38.720
-documentation and behavior and I guess
+00:41:13.330 --> 00:41:16.910
+can get into the tileset real quick. Sure, we definitely
-00:51:38.720 --> 00:51:40.319
-we haven't talked about this at all the
+00:41:16.910 --> 00:41:19.820
+didn't do any of the pathing slides and so now we've
-00:51:40.319 --> 00:51:41.839
-behavior column
+00:41:19.820 --> 00:41:23.160
+skipped over some stuff we were going to present.
-00:51:41.839 --> 00:51:44.880
-was our concept of a way that we could
+00:41:23.160 --> 00:41:27.030
+Yeah, that's right we skipped a whole bunch of slides and I
-00:51:44.880 --> 00:51:47.520
-attach
+00:41:27.030 --> 00:41:31.160
+can certainly go back to them they're open here obviously.
-00:51:47.520 --> 00:51:49.680
-functions basically to these different
+00:41:31.160 --> 00:41:34.110
+I'm right I was just showing off the sketching tool,
-00:51:49.680 --> 00:51:51.359
-areas of the map
+00:41:34.110 --> 00:41:37.530
+briefly in that context but I think you're right, let's, we
-00:51:51.359 --> 00:51:54.720
-because sometimes when you enter an area
+00:41:37.530 --> 00:41:40.800
+can jump over to the actually I should finish with this now
-00:51:54.720 --> 00:51:57.760
-we want it to do something like
+00:41:40.800 --> 00:41:42.160
+having teased it.
-00:51:57.760 --> 00:51:59.920
-when you enter a stairs down maybe we
+00:41:42.160 --> 00:41:46.970
+So let's do the same thing here Ctrl H M, and you'll see in
-00:51:59.920 --> 00:52:02.319
-want it to change to the next level
+00:41:46.970 --> 00:41:52.160
+this case there are very few key bindings that are set up.
-00:52:02.319 --> 00:52:04.559
-and draw the stairs up behind you and
+00:41:52.160 --> 00:41:57.320
+This shift delete has a terror or shift with a control
-00:52:04.559 --> 00:52:06.160
-draw you where you are
+00:41:57.320 --> 00:42:01.920
+delete, it would seem to be. So that has a couple obvious
-00:52:06.160 --> 00:52:09.200
-on the next level so
+00:42:01.920 --> 00:42:06.590
+bugs with it right didn't pick it didn't pick up those
-00:52:09.200 --> 00:52:11.040
-these are like hooks where we could
+00:42:06.590 --> 00:42:12.160
+control points until I reuse them not clearing that stack.
-00:52:11.040 --> 00:52:12.240
-attach functions
+00:42:12.160 --> 00:42:16.720
+I think we can also should probably think about whether the
-00:52:12.240 --> 00:52:16.400
-or you know macros or whatever to
+00:42:16.720 --> 00:42:21.060
+origin should return and hey marking that origin would be
-00:52:16.400 --> 00:52:18.480
-make the map have these behaviors as we
+00:42:21.060 --> 00:42:25.370
+nice. So there's a tremendous amount to do here this is
-00:52:18.480 --> 00:52:23.440
-get further towards automation
+00:42:25.370 --> 00:42:30.090
+just showing that it is possible to use, essentially like a
-00:52:23.440 --> 00:52:26.559
-cool so that's that
+00:42:30.090 --> 00:42:31.160
+touch input to,
-00:52:26.559 --> 00:52:30.839
-should be pretty close to our time
+00:42:31.160 --> 00:42:40.730
+yeah, and then also we can switch over to our place tool,
-00:52:30.839 --> 00:52:33.920
-questions or just say goodbye
+00:42:40.730 --> 00:42:46.830
+and hopefully we can get a nice big menu of all the tiles that
-00:52:33.920 --> 00:52:36.880
-yeah so there's the I'm sorry we
+00:42:46.830 --> 00:42:50.160
+Erik prepared for the game maps.
-00:52:36.880 --> 00:52:38.559
-couldn't show it earlier there is the
+00:42:50.160 --> 00:42:55.160
+That was probably a terrible choice but there you have just
-00:52:38.559 --> 00:52:40.000
-battle board
+00:42:55.160 --> 00:42:57.160
+a bit of corridor right.
-00:52:40.000 --> 00:52:44.240
-and so this is used just to keep
+00:42:57.160 --> 00:43:01.160
+That looks.
-00:52:44.240 --> 00:52:48.079
-track of hit points so with this example
+00:43:01.160 --> 00:43:03.160
+And even the click.
-00:52:48.079 --> 00:52:49.319
-battle board
+00:43:03.160 --> 00:43:06.870
+Yep, and this click action here is the last thing I
-00:52:49.319 --> 00:52:51.680
-dmbattleboard.el there's there's a
+00:43:06.870 --> 00:43:10.510
+was working on before I dropped everything to build the
-00:52:51.680 --> 00:52:53.760
-complete example of not only
+00:43:10.510 --> 00:43:14.160
+decks that we will soon share for this conference.
-00:52:53.760 --> 00:52:57.200
-in a single file repub filling out the
+00:43:14.160 --> 00:43:20.160
+So okay, back to the tile sets.
-00:52:57.200 --> 00:53:00.480
-the cells and the tiles but then coming
+00:43:20.160 --> 00:43:24.130
+So the way we approached drawing it programmatically is we
-00:53:00.480 --> 00:53:00.960
-in
+00:43:24.130 --> 00:43:28.160
+broke our code up into little snippets we called tiles.
-00:53:00.960 --> 00:53:04.640
-and keeping the org mode file in sync
+00:43:28.160 --> 00:43:31.240
+And so this is where I was going to open up the tiles out
-00:53:04.640 --> 00:53:05.280
-with
+00:43:31.240 --> 00:43:34.610
+here, basically each tile has a name, and then with that
-00:53:05.280 --> 00:53:09.040
-with clicks so and I can press the star
+00:43:34.610 --> 00:43:38.160
+name we place data into different layers of the image.
-00:53:09.040 --> 00:53:12.319
-key and set my damage to -1 and
+00:43:38.160 --> 00:43:43.290
+Some of the layers are just SVG paths, and the data is just
-00:53:12.319 --> 00:53:15.359
-take the damage back off I just haven't
+00:43:43.290 --> 00:43:48.430
+SVG commands, like we saw in that handwritten code, and
-00:53:15.359 --> 00:53:16.400
-spent a lot of time
+00:43:48.430 --> 00:43:53.560
+some of it is compositions of other tiles, so a tile can be
-00:53:16.400 --> 00:53:18.079
-building up fancy bindings for this
+00:43:53.560 --> 00:43:56.160
+made up of other tiles.
-00:53:18.079 --> 00:53:20.800
-you'll also find that the crew
+00:43:56.160 --> 00:44:00.270
+Furthermore, some of these tiles have conditional code in
-00:53:20.800 --> 00:53:23.119
-probably find how I figure out what was
+00:44:00.270 --> 00:44:04.460
+it, where like some of this stuff is talking about elf and
-00:53:23.119 --> 00:53:23.839
-clicked on
+00:44:04.460 --> 00:44:05.160
+bang elf.
-00:53:23.839 --> 00:53:26.880
-in the code hard but if I just assign
+00:44:05.160 --> 00:44:09.540
+So the map is going to be drawn differently depending on
-00:53:26.880 --> 00:53:28.000
-something recognizable
+00:44:09.540 --> 00:44:13.160
+whether or not there's elves in the party.
-00:53:28.000 --> 00:53:33.520
-for damage and then come into
+00:44:13.160 --> 00:44:17.160
+So, and that's the demo they broke.
-00:53:33.520 --> 00:53:35.440
-it will now have opened the org mode
+00:44:17.160 --> 00:44:20.160
+So the engine has to make all those decisions.
-00:53:35.440 --> 00:53:37.040
-file behind the scenes because it's
+00:44:20.160 --> 00:44:22.887
+And that's what we're calling predicated drawing. Oh, there's
-00:53:37.040 --> 00:53:41.280
-changing it
+00:44:22.888 --> 00:44:26.810
+a special room here. Do you have any elves? You do. So I
-00:53:41.280 --> 00:53:44.640
-and we can then look at that file a
+00:44:26.810 --> 00:44:33.160
+draw it the "there is elves" way.
-00:53:44.640 --> 00:53:47.599
-little bit and hopefully
+00:44:33.160 --> 00:44:37.440
+Yeah, so we built up the set of tiles, and then we
-00:53:47.599 --> 00:53:51.040
-that is un
+00:44:37.440 --> 00:44:42.450
+basically made map files, which take our map and break it
-00:53:51.040 --> 00:53:53.440
-large enough you can kind of see
+00:44:42.450 --> 00:44:46.840
+up into XY grids, and then we drop these tiles into
-00:53:53.440 --> 00:53:55.520
-there's our 17 damage landed
+00:44:46.840 --> 00:44:49.160
+positions on the map.
-00:53:55.520 --> 00:53:59.119
-in armor the logic that sits behind that
+00:44:49.160 --> 00:44:52.060
+So we can use the same tile square after square after
-00:53:59.119 --> 00:54:01.200
-to figure out the part of the screen
+00:44:52.060 --> 00:44:55.470
+square. When there's a corridor north-south, it's the same
-00:54:01.200 --> 00:54:08.880
-is not necessarily our finest work
+00:44:55.470 --> 00:44:59.980
+tile over and over again. And that makes it easy to reuse
-00:54:08.880 --> 00:54:11.839
-but it but it does work and it's
+00:44:59.980 --> 00:45:01.160
+the code.
-00:54:11.839 --> 00:54:12.319
-one for
+00:45:01.160 --> 00:45:12.370
+And also, when we go to present the -- what am I trying to
-00:54:12.319 --> 00:54:14.000
-the stuff was used on the map a little
+00:45:12.370 --> 00:45:16.180
+say -- the drawing in fog of war mode, as we move down the
-00:54:14.000 --> 00:54:15.920
-bit too we didn't really need to show
+00:45:16.180 --> 00:45:20.280
+corridor, we can just add the necessary code one bit at a
-00:54:15.920 --> 00:54:17.520
-that in the demo but as you're scrolling
+00:45:20.280 --> 00:45:24.160
+time to the visible image, so that what we're displaying
-00:54:17.520 --> 00:54:19.680
-around there's like a highlighter
+00:45:24.160 --> 00:45:28.160
+doesn't contain any data except what the party has already
-00:54:19.680 --> 00:54:22.960
-that that you know we were drawing on
+00:45:28.160 --> 00:45:30.160
+discovered.
-00:54:22.960 --> 00:54:24.720
-shaft to show you which square you've
+00:45:30.160 --> 00:45:34.720
+And thus we have kind of spoiler-rich documents sitting on
-00:54:24.720 --> 00:54:26.160
-got selected
+00:45:34.720 --> 00:45:39.120
+the GM server, and then less -- and spoiler-free data that
-00:54:26.160 --> 00:54:28.800
-because we were having trouble with
+00:45:39.120 --> 00:45:43.160
+flows down to the org mode files on the player system.
-00:54:28.800 --> 00:54:29.839
-that code
+00:45:43.160 --> 00:45:47.660
+And the only real challenge is making sure that nothing
-00:54:29.839 --> 00:54:31.280
-initially and we were sometimes
+00:45:47.660 --> 00:45:52.230
+that the game does can mess with the users -- the players'
-00:54:31.280 --> 00:54:36.839
-revealing the wrong
+00:45:52.230 --> 00:45:56.610
+data file, in case they might have their own notes and
-00:54:36.839 --> 00:54:38.720
-okay
+00:45:56.610 --> 00:46:03.800
+things in it. That would be the one, you know, number one
-00:54:38.720 --> 00:54:40.480
-and I don't know how we're set for time
+00:46:03.800 --> 00:46:06.160
+thing to avoid.
-00:54:40.480 --> 00:54:42.160
-but I just saw a message
+00:46:06.160 --> 00:46:09.200
+Another thing we can talk about here is that there are
-00:54:42.160 --> 00:54:44.400
-from trixie that she could jump on if
+00:46:09.200 --> 00:46:12.350
+layers. You can see this table at the bottom has tile and
-00:54:44.400 --> 00:54:46.480
-we want her oh that would be amazing
+00:46:12.350 --> 00:46:16.860
+overlay. The overlay column is just going to contain some
-00:54:46.480 --> 00:54:47.920
-yeah go ahead and invite her in I'll
+00:46:16.860 --> 00:46:19.160
+actual SVG XML style tags.
-00:54:47.920 --> 00:54:51.680
-just cut to the scene as soon as she's
+00:46:19.160 --> 00:46:23.100
+So that's where we can add whatever text elements or other
-00:54:51.680 --> 00:54:56.160
-I in yeah so we're reaching the ask
+00:46:23.100 --> 00:46:27.120
+SVG, like raw SVG tags we want. Whereas a lot of the other
-00:54:56.160 --> 00:54:56.799
-me any
+00:46:27.120 --> 00:46:30.980
+layers are going to be like path layers, we've got water
-00:54:56.799 --> 00:54:58.960
-anything portion of the program here
+00:46:30.980 --> 00:46:33.160
+layers and beach layers.
-00:54:58.960 --> 00:55:01.200
-with what with what time we have left
+00:46:33.160 --> 00:46:36.370
+And our plan was to have a style sheet that defines how
-00:55:01.200 --> 00:55:02.559
-for your questions
+00:46:36.370 --> 00:46:39.790
+each of those layers are represented. So like when the
-00:55:02.559 --> 00:55:05.200
-please correct me if we're still like
+00:46:39.790 --> 00:46:43.140
+water gets drawn blue and it's got arrows on it giving it
-00:55:05.200 --> 00:55:06.160
-10 minutes
+00:46:43.140 --> 00:46:47.140
+direction, all of that can be customized with a style sheet
-00:55:06.160 --> 00:55:08.799
-you know if we're if we're more than
+00:46:47.140 --> 00:46:50.160
+to change the water to be whatever you want.
-00:55:08.799 --> 00:55:10.000
-like
+00:46:50.160 --> 00:46:53.430
+And like we have beaches as yellow, but maybe you like
-00:55:10.000 --> 00:55:12.640
-15 to 20 minutes from our time but I I
+00:46:53.430 --> 00:46:56.160
+beaches as red or, you know, whatever.
-00:55:12.640 --> 00:55:13.760
-suspect we've less weight
+00:46:56.160 --> 00:47:03.570
+So we also built some test programs and various -- I'm not
-00:55:13.760 --> 00:55:16.640
-left way less than that and out of
+00:47:03.570 --> 00:47:05.900
+sure what kind of shape we're going to find these in, but
-00:55:16.640 --> 00:55:17.440
-respect for
+00:47:05.900 --> 00:47:07.160
+we can try running them.
-00:55:17.440 --> 00:55:24.319
-all the other presenters
+00:47:07.160 --> 00:47:13.950
+Here, for example, is just a very basic -- using the same
-00:55:24.319 --> 00:55:28.720
-oh I don't want to close that actually
+00:47:13.950 --> 00:47:21.160
+file to define the tiles and then the layout, so to speak.
-00:55:28.720 --> 00:55:30.640
-I think I may have found an old version
+00:47:21.160 --> 00:47:25.160
+Oh, look at that.
-00:55:30.640 --> 00:55:32.839
-of my slides that could have some good
+00:47:25.160 --> 00:47:29.160
+There's the layout. Okay, so that actually looks fine. Tile.
-00:55:32.839 --> 00:55:35.200
-stuff
+00:47:29.160 --> 00:47:33.430
+And it's path. So this is defining a tile named "seas" and
-00:55:35.200 --> 00:55:36.799
-it's been an event for a couple of weeks
+00:47:33.430 --> 00:47:37.160
+it's going to have a list of tiles defined above.
-00:55:36.799 --> 00:55:38.799
-here I had a break in and
+00:47:37.160 --> 00:47:41.120
+And you'll notice also that we can just sort of freely
-00:55:38.799 --> 00:55:41.359
-my somebody got into our bank accounts
+00:47:41.120 --> 00:47:44.750
+define and redefine and it sort of figures out, oh, this
-00:55:41.359 --> 00:55:43.599
-and
+00:47:44.750 --> 00:47:47.160
+must still be part of the B row.
-00:55:43.599 --> 00:55:46.880
-nasty business just a lot going on over
+00:47:47.160 --> 00:48:00.160
+We could also have done this.
-00:55:46.880 --> 00:55:50.720
-over this whole year I think
+00:48:00.160 --> 00:48:08.160
+Okay, so this would work as would this.
-00:55:50.720 --> 00:55:53.040
-do we have more questions to shag or
+00:48:08.160 --> 00:48:11.930
+>> Early on in development when we were talking about
-00:55:53.040 --> 00:55:53.839
-where
+00:48:11.930 --> 00:48:16.520
+getting data in and out of these org tables, it was kind of
-00:55:53.839 --> 00:55:56.960
-sure so I think
+00:48:16.520 --> 00:48:22.160
+a priority to us to leave the way the data is organized
-00:55:56.960 --> 00:55:58.799
-there was at least one we deferred a
+00:48:22.160 --> 00:48:25.160
+open to the users and to the dungeon masters.
-00:55:58.799 --> 00:56:01.040
-little bit what the game
+00:48:25.160 --> 00:48:30.860
+So while we set our tile set apart from our map sets, this
-00:56:01.040 --> 00:56:05.040
-is
+00:48:30.860 --> 00:48:36.430
+clearly shows that you can cram a tile set and a map into a
-00:56:05.040 --> 00:56:06.799
-always eight characters that can be
+00:48:36.430 --> 00:48:38.160
+single file.
-00:56:06.799 --> 00:56:08.400
-divided right that's so always eight
+00:48:38.160 --> 00:48:41.170
+So in situations like the surface where we're using
-00:56:08.400 --> 00:56:10.000
-characters that can be divided between
+00:48:41.170 --> 00:48:44.610
+different tiles from other maps, maybe it makes sense to
-00:56:10.000 --> 00:56:12.160
-the party is the classic formula
+00:48:44.610 --> 00:48:47.890
+move, you know, those tiles just into the file with your
-00:56:12.160 --> 00:56:14.319
-it actually works pretty well for a
+00:48:47.890 --> 00:48:49.160
+map.
-00:56:14.319 --> 00:56:16.240
-conversational group remember that
+00:48:49.160 --> 00:48:51.880
+But we also wanted to make sure, like, it's hard for us to
-00:56:16.240 --> 00:56:17.760
-role-playing games are about talking to
+00:48:51.880 --> 00:48:54.640
+predict how other people are going to want to use this when
-00:56:17.760 --> 00:56:18.480
-each other
+00:48:54.640 --> 00:48:56.160
+they design their games.
-00:56:18.480 --> 00:56:20.000
-and being good at them is about taking
+00:48:56.160 --> 00:49:00.780
+So we wanted to leave it as versatile as possible about how
-00:56:20.000 --> 00:56:22.079
-excellent notes so
+00:49:00.780 --> 00:49:02.160
+you can use it.
-00:56:22.079 --> 00:56:23.200
-when you're sitting around with a group
+00:49:02.160 --> 00:49:04.810
+>> Where it matters, right? Not support every feature in
-00:56:23.200 --> 00:56:24.559
-of people and you're going to have to
+00:49:04.810 --> 00:49:05.160
+the world.
-00:56:24.559 --> 00:56:25.920
-wait for them while they dig through
+00:49:05.160 --> 00:49:08.560
+I can't count the number of times I said, Erik, Erik, Erik,
-00:56:25.920 --> 00:56:26.880
-their notes
+00:49:08.560 --> 00:49:12.000
+hey, if we do it like this, people will be -- and he just,
-00:56:26.880 --> 00:56:28.720
-and listen to all of the things they
+00:49:12.000 --> 00:49:14.160
+like, does it have to do that?
-00:56:28.720 --> 00:56:30.319
-find interesting to say
+00:49:14.160 --> 00:49:19.090
+Like, do we need it right away? Do you have to really
-00:56:30.319 --> 00:56:32.240
-and try to reach an imaginative place
+00:49:19.090 --> 00:49:21.160
+rewrite everything so it can all do that?
-00:56:32.240 --> 00:56:34.160
-that you can stay together
+00:49:21.160 --> 00:49:26.160
+And a lot of those conversations, too.
-00:56:34.160 --> 00:56:36.160
-while you're doing all that and working
+00:49:26.160 --> 00:49:30.160
+But the key flexibilities are really there.
-00:56:36.160 --> 00:56:38.319
-in dice and remembering the rules
+00:49:30.160 --> 00:49:32.160
+People might want to use a lot of different files.
-00:56:38.319 --> 00:56:40.880
-it's actually a complicated activity I
+00:49:32.160 --> 00:49:34.160
+They might want to lay the tables out however they want.
-00:56:40.880 --> 00:56:43.200
-liken it more to a bridge game
+00:49:34.160 --> 00:49:37.590
+They have to be able to say, hey, this is a table that has
-00:56:43.200 --> 00:56:46.240
-than to like
+00:49:37.590 --> 00:49:40.950
+data that's controlled by the game, and everything else in
-00:56:46.240 --> 00:56:48.960
-you know parcheesi or perhaps even like
+00:49:40.950 --> 00:49:43.160
+the file is not the game's problem.
-00:56:48.960 --> 00:56:51.359
-risk or access and allies or other games
+00:49:43.160 --> 00:49:45.980
+>> And our table, some of our tables started getting really
-00:56:51.359 --> 00:56:52.160
-that
+00:49:45.980 --> 00:49:48.160
+wide, so we started striping the tables.
-00:56:52.160 --> 00:56:54.319
-have have definitely the strategy to
+00:49:48.160 --> 00:49:52.140
+We'll repeat the same table over and over and over again to
-00:56:54.319 --> 00:56:56.160
-them but
+00:49:52.140 --> 00:49:56.180
+get all of the columns in there without making it, you know,
-00:56:56.160 --> 00:57:00.160
-I don't Erik your thoughts
+00:49:56.180 --> 00:49:58.160
+a million miles wide.
-00:57:00.160 --> 00:57:03.920
-yeah I mean I think that's fair
+00:49:58.160 --> 00:49:59.160
+>> Yeah.
-00:57:03.920 --> 00:57:06.640
-you know yes definitely the the
+00:49:59.160 --> 00:50:02.450
+Do you want to -- should I go ahead and pull open, like, a
-00:57:06.640 --> 00:57:08.160
-tradition is to always have eight
+00:50:02.450 --> 00:50:04.160
+level here, do you think?
-00:57:08.160 --> 00:57:09.440
-characters in the party
+00:50:04.160 --> 00:50:05.160
+>> Sure.
-00:57:09.440 --> 00:57:12.079
-and you know one of the great things
+00:50:05.160 --> 00:50:06.160
+>> Just to have shown it.
-00:57:12.079 --> 00:57:13.760
-about Dungeon is that everybody who
+00:50:06.160 --> 00:50:08.750
+>> The file set's a great example of striped tables if you
-00:57:13.760 --> 00:57:15.200
-writes their own Dungeon
+00:50:08.750 --> 00:50:11.160
+look down, like, in the level change feature.
-00:57:15.200 --> 00:57:18.000
-gets to write their own rules and is
+00:50:11.160 --> 00:50:18.160
+>> Oh, sure.
-00:57:18.000 --> 00:57:19.440
-free to change whatever
+00:50:18.160 --> 00:50:21.160
+>> Sorry, I'm not quite sitting well to my keyboard here.
-00:57:19.440 --> 00:57:21.760
-you want and that being said I've
+00:50:21.160 --> 00:50:30.160
+I can just readjust things real quick.
-00:57:21.760 --> 00:57:22.720
-certainly seen
+00:50:30.160 --> 00:50:33.920
+So what, you know, you can see here, like, some of these
-00:57:22.720 --> 00:57:25.839
-people try to take on challenging that
+00:50:33.920 --> 00:50:38.160
+tables got real wide when we're stuffing SVG tags into them.
-00:57:25.839 --> 00:57:28.079
-always eight characters in a party
+00:50:38.160 --> 00:50:44.160
+And what we -- oh, maybe it's not in these.
-00:57:28.079 --> 00:57:30.640
-thing I've seen people take
+00:50:44.160 --> 00:50:50.160
+I thought it was.
-00:57:30.640 --> 00:57:32.640
-approaches like every player gets two
+00:50:50.160 --> 00:50:51.160
+It's special, probably.
-00:57:32.640 --> 00:57:34.640
-characters and then you can have a party
+00:50:51.160 --> 00:50:52.160
+>> Yeah.
-00:57:34.640 --> 00:57:36.319
-ranging from two to ten
+00:50:52.160 --> 00:50:54.160
+No, there it is, yeah.
-00:57:36.319 --> 00:57:38.079
-or there's always going to be ten or
+00:50:54.160 --> 00:50:55.160
+It was in level change.
-00:57:38.079 --> 00:57:40.000
-there's you know this or that or people
+00:50:55.160 --> 00:50:57.160
+It does the table key repeat.
-00:57:40.000 --> 00:57:43.200
-have tried stuff and none of it has
+00:50:57.160 --> 00:50:58.160
+>> Okay, great.
-00:57:43.200 --> 00:57:45.280
-really worked out very satisfactorily we
+00:50:58.160 --> 00:50:59.720
+>> You were just scrolling up and down so fast I didn't
-00:57:45.280 --> 00:57:45.839
-always
+00:50:59.720 --> 00:51:00.160
+realize.
-00:57:45.839 --> 00:57:48.319
-seem to keep coming back to our party
+00:51:00.160 --> 00:51:04.270
+So this first table, we've got path and what is that,
-00:57:48.319 --> 00:57:49.680
-of eight
+00:51:04.270 --> 00:51:05.160
+stairs?
-00:57:49.680 --> 00:57:54.160
-yeah it's I I I I it's one of the things
+00:51:05.160 --> 00:51:09.010
+So the stairs level is one that draws in, like, a pink
-00:57:54.160 --> 00:57:55.839
-Dungeon that you can't change when you
+00:51:09.010 --> 00:51:13.160
+color to highlight places where you can change level.
-00:57:55.839 --> 00:57:57.359
-write your own Dungeon
+00:51:13.160 --> 00:51:16.120
+And then if we scroll down to the second half of this
-00:57:57.359 --> 00:57:58.720
-and that's the reason it's so
+00:51:16.120 --> 00:51:19.380
+section, the second table is going to have all of these
-00:57:58.720 --> 00:58:00.960
-complicated as a as a software
+00:51:19.380 --> 00:51:24.000
+same tiles in it, but instead of path and stairs, we're
-00:58:00.960 --> 00:58:03.119
-project why it's taken us decades
+00:51:24.000 --> 00:51:27.160
+going to have other columns.
-00:58:03.119 --> 00:58:04.559
-because
+00:51:27.160 --> 00:51:31.160
+Can we see the next table?
-00:58:04.559 --> 00:58:08.000
-trying to model the data for example or
+00:51:31.160 --> 00:51:32.160
+There we go.
-00:58:08.000 --> 00:58:11.280
-really any attempt to
+00:51:32.160 --> 00:51:35.610
+So the same tiles, only here we've got overlay,
-00:58:11.280 --> 00:58:14.160
-quantify it in specific terms always
+00:51:35.610 --> 00:51:38.160
+documentation, and behavior.
-00:58:14.160 --> 00:58:15.680
-falls to examples
+00:51:38.160 --> 00:51:40.160
+And I guess we haven't talked about this at all.
-00:58:15.680 --> 00:58:18.880
-well you know Dungeons usually have
+00:51:40.160 --> 00:51:44.920
+The behavior column was our concept of a way that we could
-00:58:18.880 --> 00:58:22.079
-elves dwarves and humans they have
+00:51:44.920 --> 00:51:50.100
+attach functions, basically, to these different areas of
-00:58:22.079 --> 00:58:25.280
-priests wizards and warriors they
+00:51:50.100 --> 00:51:51.160
+the map.
-00:58:25.280 --> 00:58:27.599
-have eight characters in the party
+00:51:51.160 --> 00:51:55.920
+Because sometimes when you enter an area, we want it to do
-00:58:27.599 --> 00:58:30.000
-the bell rocks are particularly nasty
+00:51:55.920 --> 00:51:57.160
+something.
-00:58:30.000 --> 00:58:31.680
-and live in a room of some
+00:51:57.160 --> 00:52:00.880
+Like when you enter a stairs down, maybe we want it to
-00:58:31.680 --> 00:58:35.119
-specific shape spoilers
+00:52:00.880 --> 00:52:04.850
+change to the next level and draw the stairs up behind you
-00:58:35.119 --> 00:58:38.319
-right and we don't tell you the rules
+00:52:04.850 --> 00:52:08.160
+and draw you where you are on the next level.
-00:58:38.319 --> 00:58:39.520
-and that's what you know
+00:52:08.160 --> 00:52:13.470
+So these are like hooks where we could attach functions or,
-00:58:39.520 --> 00:58:40.960
-and you sit down at the table and you
+00:52:13.470 --> 00:52:18.390
+you know, macros or whatever to make the map have these
-00:58:40.960 --> 00:58:42.640
-say what's your character name and
+00:52:18.390 --> 00:52:23.160
+behaviors as we get further towards automation.
-00:58:42.640 --> 00:58:44.480
-what's your special power
+00:52:23.160 --> 00:52:25.160
+Cool.
-00:58:44.480 --> 00:58:48.400
-and and then I say I
+00:52:25.160 --> 00:52:31.160
+So that's that should be pretty close to our time.
-00:58:48.400 --> 00:58:51.599
-I I'm zelda and
+00:52:31.160 --> 00:52:34.160
+Questions or just say goodbye.
-00:58:51.599 --> 00:58:53.839
-I I have this bridge that I can put down
+00:52:34.160 --> 00:52:38.160
+Yeah, so there's the I'm sorry we couldn't show it earlier.
-00:58:53.839 --> 00:58:56.000
-that always gets me across the river
+00:52:38.160 --> 00:52:41.160
+There is the battle board.
-00:58:56.000 --> 00:58:59.040
-so let's touch on special power real
+00:52:41.160 --> 00:52:46.160
+And so this is used just to keep track of hit points.
-00:58:59.040 --> 00:58:59.359
-quick
+00:52:46.160 --> 00:52:50.540
+So with this example, battle board, dm battle board.el,
-00:58:59.359 --> 00:59:01.119
-since that's one of the things that is
+00:52:50.540 --> 00:52:54.590
+there's there's a complete example of not only in a single
-00:59:01.119 --> 00:59:03.280
-kind of unique to Dungeon
+00:52:54.590 --> 00:52:58.430
+file reaper, we filling out the tell the cells and the
-00:59:03.280 --> 00:59:06.160
-and one of the things that is the
+00:52:58.430 --> 00:53:03.720
+tiles, but then coming in and keeping the org mode file in
-00:59:06.160 --> 00:59:06.720
-biggest
+00:53:03.720 --> 00:53:06.160
+sync with with clicks.
-00:59:06.720 --> 00:59:08.960
-challenge to us in trying to code a
+00:53:06.160 --> 00:53:11.040
+So, and I can press the star key and set my damage to minus
-00:59:08.960 --> 00:59:10.240
-system like this for
+00:53:11.040 --> 00:53:14.160
+one and take the damage back off.
-00:59:10.240 --> 00:59:13.200
-automated play and that's that every
+00:53:14.160 --> 00:53:17.770
+I just haven't spent a lot of time building up fancy bind
-00:59:13.200 --> 00:59:14.319
-character gets a
+00:53:17.770 --> 00:53:21.620
+ings for this, you'll also find that the crew probably find
-00:59:14.319 --> 00:59:17.119
-unique special power and traditionally
+00:53:21.620 --> 00:53:25.270
+how I figure out what was clicked on in the code hard, but
-00:59:17.119 --> 00:59:18.000
-you negotiate
+00:53:25.270 --> 00:53:30.010
+if I just assign something recognizable for damage, and
-00:59:18.000 --> 00:59:19.520
-your special power with the Dungeon
+00:53:30.010 --> 00:53:33.160
+then come into.
-00:59:19.520 --> 00:59:21.839
-master when you create your character
+00:53:33.160 --> 00:53:39.030
+It will now have opened the org mode file behind the scenes
-00:59:21.839 --> 00:59:24.079
-and occasionally throughout the course
+00:53:39.030 --> 00:53:41.160
+because it's changing it.
-00:59:24.079 --> 00:59:25.839
-of the character's life their special
+00:53:41.160 --> 00:53:48.340
+And we can then look at that file a little bit and
-00:59:25.839 --> 00:59:27.359
-power might change
+00:53:48.340 --> 00:53:54.130
+hopefully that is on large enough you can kind of see there
-00:59:27.359 --> 00:59:29.920
-due to game circumstances usually it
+00:53:54.130 --> 00:53:57.160
+'s our 17 damage landed in armor.
-00:59:29.920 --> 00:59:33.280
-improves but sometimes not
+00:53:57.160 --> 00:54:04.200
+The logic that sits behind that to figure out the part of
-00:59:33.280 --> 00:59:34.960
-and that's those are the most fun
+00:54:04.200 --> 00:54:10.160
+the screen is not necessarily our finest work.
-00:59:34.960 --> 00:59:36.960
-conversations right sometimes we have
+00:54:10.160 --> 00:54:12.960
+But it does work and that's one kind of stuff was used on
-00:59:36.960 --> 00:59:39.440
-fun gaming sessions where we barely get
+00:54:12.960 --> 00:54:16.030
+the map a little bit too. We didn't really get to show that
-00:59:39.440 --> 00:59:41.760
-all the characters created and started
+00:54:16.030 --> 00:54:18.970
+in the demo but as you're scrolling around there's like a
-00:59:41.760 --> 00:59:43.680
-because we get off into arguing about
+00:54:18.970 --> 00:54:22.160
+highlighter that that, you know, we were drawing on.
-00:59:43.680 --> 00:59:45.440
-the special powers no zelda special
+00:54:22.160 --> 00:54:26.160
+Oh sure, show you which square you've got selected.
-00:59:45.440 --> 00:59:48.319
-powers obviously the candle come on
+00:54:26.160 --> 00:54:30.300
+We were having trouble with that code. Initially, and we
-00:59:48.319 --> 00:59:53.359
-also that was link not zelda
+00:54:30.300 --> 00:54:33.160
+were sometimes revealing the wrong.
-00:59:53.359 --> 00:59:56.240
-I still have my t-shirt hey there she is
+00:54:33.160 --> 00:54:38.160
+Okay.
-00:59:56.240 --> 01:00:01.440
-let's cut scene
+00:54:38.160 --> 00:54:41.320
+And I don't know how we're set for time but I just saw a
-01:00:01.440 --> 01:00:05.839
-you get video fun filters today because
+00:54:41.320 --> 00:54:45.240
+message from Trixie that she could jump on if we want her.
-01:00:05.839 --> 01:00:07.359
-that's what we got going on over here
+00:54:45.240 --> 00:54:48.290
+Oh, that would be amazing. Yeah, go ahead and invite her in
-01:00:07.359 --> 01:00:08.799
-today all right I'm going to recut
+00:54:48.290 --> 00:54:51.160
+I'll just cut to the scene as soon as she's in.
-01:00:08.799 --> 01:00:18.079
-everybody hang on tight
+00:54:51.160 --> 00:54:54.160
+I think.
-01:00:18.079 --> 01:00:20.799
-all right there's Erik this is going to be
+00:54:54.160 --> 00:54:58.080
+Yeah, so we're reaching the ask me anything portion of the
-01:00:20.799 --> 01:00:23.200
-Erik for a second hope
+00:54:58.080 --> 00:55:01.760
+program here with what, with what time we have left for
-01:00:23.200 --> 01:00:25.200
-no worries. welcome to the welcome to
+00:55:01.760 --> 00:55:03.160
+your questions.
-01:00:25.200 --> 01:00:27.440
-the stream trixie horror
+00:55:03.160 --> 00:55:09.170
+Please correct me if we're still like 10 minutes, you know,
-01:00:27.440 --> 01:00:30.960
-who is
+00:55:09.170 --> 00:55:15.450
+if we're, if we're more than like 15 to 20 minutes from our
-01:00:30.960 --> 01:00:32.720
-one of our project team members
+00:55:15.450 --> 00:55:20.560
+time but I suspect we've left way left way less than that
-01:00:32.720 --> 01:00:34.559
-somebody who's learning Emacs as part of
+00:55:20.560 --> 00:55:25.160
+and out of respect for all the other presenters.
-01:00:34.559 --> 01:00:35.440
-the project
+00:55:25.160 --> 00:55:29.160
+I don't want to close that actually.
-01:00:35.440 --> 01:00:38.480
-and yeah I
+00:55:29.160 --> 00:55:33.060
+I think I may have found an old version of my slides that
-01:00:38.480 --> 01:00:40.720
-I I particularly wanted to invite you on
+00:55:33.060 --> 00:55:35.160
+can have some good stuff.
-01:00:40.720 --> 01:00:42.160
-to talk about your experience learning
+00:55:35.160 --> 00:55:40.220
+It's been an event for a couple of weeks here I had a break
-01:00:42.160 --> 01:00:42.640
-Emacs
+00:55:40.220 --> 00:55:45.190
+in and my somebody got into our bank accounts and nasty
-01:00:42.640 --> 01:00:44.640
-I think you have run into places
+00:55:45.190 --> 00:55:51.160
+business, just a lot going on over, over this whole year I think.
-01:00:44.640 --> 01:00:46.799
-where it's a pain in the butt to learn Emacs
+00:55:51.160 --> 00:55:54.160
+Any more questions to share.
-01:00:46.799 --> 01:00:47.839
-and that this is a safe
+00:55:54.160 --> 00:56:02.240
+Sure. So, I think there was at least one we deferred a
-01:00:47.839 --> 01:00:56.000
-space to talk about that
+00:56:02.240 --> 00:56:06.160
+little bit with the game is
-01:00:56.000 --> 01:01:00.640
-TRIXIE: I'll jump into that by saying the Emacs cheat sheet,
+00:56:06.160 --> 00:56:08.990
+always eight characters that can be divided right that's so
-01:01:00.640 --> 01:01:03.680
-I think it's the one that GNU puts out,
+00:56:08.990 --> 00:56:11.660
+always eight characters that can be divided between the
-01:01:03.680 --> 01:01:06.559
-is a lifesaver.
+00:56:11.660 --> 00:56:14.540
+party is the classic formula, it actually works pretty well
-01:01:06.559 --> 01:01:09.440
-A little bit of a vocabulary disconnect.
+00:56:14.540 --> 00:56:16.160
+for a conversational group.
-01:01:09.440 --> 01:01:13.359
-This actually kind of comes up a lot
+00:56:16.160 --> 00:56:18.810
+I think the idea that role playing games are about talking
-01:01:13.359 --> 01:01:15.200
-in conversation with Corwin and Erik and
+00:56:18.810 --> 00:56:21.330
+to each other and being good at them is about taking
-01:01:15.200 --> 01:01:18.000
-I but copy paste versus
+00:56:21.330 --> 00:56:23.770
+excellent notes. So, when you're sitting around with a
-01:01:18.000 --> 01:01:21.920
-what yank and w
+00:56:23.770 --> 00:56:26.070
+group of people and you're going to have to wait for them
-01:01:21.920 --> 01:01:27.920
-whatever w
+00:56:26.070 --> 00:56:29.410
+while they dig through their notes and listen to all of the
-01:01:27.920 --> 01:01:30.000
-why would you even do that to us right
+00:56:29.410 --> 00:56:33.160
+things they find interesting to say, and try to reach an
-01:01:30.000 --> 01:01:31.200
-where where were you
+00:56:33.160 --> 00:56:35.160
+imaginative place that you can stay together.
-01:01:31.200 --> 01:01:33.359
-when zero's park happened no I I
+00:56:35.160 --> 00:56:38.800
+And when you're doing all that and working in dice and
-01:01:33.359 --> 01:01:38.480
-understand that makes sense what else
+00:56:38.800 --> 00:56:43.250
+remembering the rules. It's actually a complicated activity,
-01:01:38.480 --> 01:01:39.520
-I mean you don't have to sit here and
+00:56:43.250 --> 00:56:47.340
+I liken it more to a bridge game, then to like, you know,
-01:01:39.520 --> 01:01:41.440
-rag on Emacs but we're here for that
+00:56:47.340 --> 00:56:51.310
+part cheesy or perhaps even like risk or access and allies
-01:01:41.440 --> 01:01:43.119
-that's all I'm saying
+00:56:51.310 --> 00:56:55.620
+or other games that have have definitely the strategy to
-01:01:43.119 --> 01:01:46.799
-TRIXIE: No, I'm like that's been the biggest thing.
+00:56:55.620 --> 00:56:57.160
+them but I don't.
-01:01:46.799 --> 01:01:52.799
-I'm used to the very binary nature, like, nope that didn't work.
+00:56:57.160 --> 00:57:01.160
+Erik, your thoughts.
-01:01:52.799 --> 01:01:53.839
-Try something else.
+00:57:02.160 --> 00:57:05.160
+I think that's fair.
-01:01:53.839 --> 01:01:59.200
-So as long as you're willing to try other stuff,
+00:57:05.160 --> 00:57:08.880
+You know yes definitely. The, the tradition is to always
-01:01:59.200 --> 01:02:02.880
-Emacs will be fine.
+00:57:08.880 --> 00:57:12.600
+have eight characters in the party, and, you know, one of
-01:02:02.880 --> 01:02:06.559
-it's a tough cookie I can take it
+00:57:12.600 --> 00:57:16.320
+the great things about dungeon is that everybody who writes
-01:02:06.559 --> 01:02:08.960
-worst thing that happens is you have to
+00:57:16.320 --> 00:57:19.730
+their own dungeon gets to write their own rules, and is
-01:02:08.960 --> 01:02:11.119
-really install it
+00:57:19.730 --> 00:57:22.160
+free to change whatever you want.
-01:02:11.119 --> 01:02:13.520
-throw your ignite file that you
+00:57:22.160 --> 00:57:26.700
+I've definitely seen people try to take on challenging that
-01:02:13.520 --> 01:02:19.920
-hopefully have a backup of
+00:57:26.700 --> 00:57:30.160
+always eight characters in a party thing.
-01:02:19.920 --> 01:02:21.520
-all right fine
+00:57:30.160 --> 00:57:33.460
+I've seen people take approaches like every player gets two
-01:02:21.520 --> 01:02:24.640
-ERIK: Are there more questions in the hopper?
+00:57:33.460 --> 00:57:36.570
+characters and then you can have a party ranging from two
-01:02:24.640 --> 01:02:26.480
-yeah if anybody does have any questions
+00:57:36.570 --> 00:57:40.130
+to 10, or there's always going to be 10 or there's, you
-01:02:26.480 --> 01:02:27.680
-up there
+00:57:40.130 --> 00:57:43.340
+know, this or that or people have tried stuff, and none of
-01:02:27.680 --> 01:02:29.839
-for hope for Erik or I so just to
+00:57:43.340 --> 00:57:47.170
+it has really worked out very satisfactorily we always seem
-01:02:29.839 --> 01:02:32.000
-summarize I've known Erik
+00:57:47.170 --> 00:57:50.160
+to keep coming back to our party of eight.
-01:02:32.000 --> 01:02:34.240
-I've known Erik my whole life I've known
+00:57:50.160 --> 00:57:55.710
+It's, it's one of the things that dungeon that you can't
-01:02:34.240 --> 01:02:36.160
-hope around a decade we
+00:57:55.710 --> 00:57:59.290
+change when you write your own dungeon. And that's the
-01:02:36.160 --> 01:02:39.599
-worked together on a project for
+00:57:59.290 --> 00:58:03.900
+reason it's so complicated as a, as a software project why
-01:02:39.599 --> 01:02:44.559
-for a science fiction convention yeah
+00:58:03.900 --> 00:58:08.640
+it's taken us decades, because trying to model the data for
-01:02:44.559 --> 01:02:46.880
-we got conventions and then I also
+00:58:08.640 --> 00:58:13.820
+example or really any attempt, quantify it in specific
-01:02:46.880 --> 01:02:48.960
-helped with I just wrote a bio
+00:58:13.820 --> 00:58:16.160
+terms always falls to examples.
-01:02:48.960 --> 01:02:50.799
-so this should like all theoretically be
+00:58:16.160 --> 00:58:20.740
+You know dungeons usually have elves, elves, dwarves and
-01:02:50.799 --> 01:02:53.599
-in my head right
+00:58:20.740 --> 00:58:25.160
+humans. They have priests, wizards and warriors.
-01:02:53.599 --> 01:02:58.079
-I want I refer to my own bio
+00:58:25.160 --> 00:58:29.330
+They have eight characters in the party. The Balrogs are
-01:02:58.079 --> 01:03:00.160
-I'm the project coordinator for Dungeon
+00:58:29.330 --> 00:58:34.160
+particularly nasty and live in a room of some specific shape.
-01:03:00.160 --> 01:03:10.799
-mode
+00:58:34.160 --> 00:58:57.160
+And they have spoilers.
-01:03:10.799 --> 01:03:14.000
-that's nice
+00:58:57.160 --> 00:59:00.900
+So let's touch on special power real quick since that's one
-01:03:14.000 --> 01:03:16.400
-we've gotten a ton of support from a lot
+00:59:00.900 --> 00:59:04.820
+of the things that is kind of unique to dungeon. And one of
-01:03:16.400 --> 01:03:18.000
-of our lifelong friends people
+00:59:04.820 --> 00:59:08.710
+the things that is the biggest challenge to us and trying
-01:03:18.000 --> 01:03:20.480
-and also people that we just met maybe
+00:59:08.710 --> 00:59:12.160
+to code a system like this for automated play.
-01:03:20.480 --> 01:03:22.319
-that's a that's a great segue
+00:59:12.160 --> 00:59:15.680
+And that's that every character gets a unique special power
-01:03:22.319 --> 01:03:25.039
-do throw your questions in there I'm
+00:59:15.680 --> 00:59:19.300
+and traditionally you negotiate your special power with the
-01:03:25.039 --> 01:03:26.400
-going to fill for just a second and then
+00:59:19.300 --> 00:59:22.600
+dungeon master when you create your character, and
-01:03:26.400 --> 01:03:27.839
-we'll probably cut away
+00:59:22.600 --> 00:59:25.970
+occasionally throughout the course of the characters life
-01:03:27.839 --> 01:03:32.319
-but
+00:59:25.970 --> 00:59:29.160
+their special power might change due to game circumstances,
-01:03:32.319 --> 01:03:34.960
-I mean thematically actually that's
+00:59:29.160 --> 00:59:34.160
+usually it improves but sometimes not.
-01:03:34.960 --> 01:03:36.319
-that's too abrupt so we need to go
+00:59:34.160 --> 00:59:37.180
+So those are the most fun conversations right sometimes we
-01:03:36.319 --> 01:03:37.200
-around the room
+00:59:37.180 --> 00:59:39.820
+have fun gaming sessions where we barely get all the
-01:03:37.200 --> 01:03:39.119
-Erik you had hours and hours to rehearse
+00:59:39.820 --> 00:59:42.800
+characters created and started, because we get off into
-01:03:39.119 --> 01:03:40.720
-hope kind of jumped in on the last
+00:59:42.800 --> 00:59:45.780
+arguing about the special powers no Zelda special powers
-01:03:40.720 --> 01:03:41.359
-minute
+00:59:45.780 --> 00:59:49.160
+obviously the candle Come on.
-01:03:41.359 --> 01:03:43.520
-so let's let's is it okay to pick on you
+00:59:49.160 --> 00:59:54.160
+Also that was like, not so.
-01:03:43.520 --> 01:03:46.319
-or do you want me to give mine
+00:59:54.160 --> 01:00:02.160
+I still have my t shirt. Hey, there she is. Let's cut scene.
-01:03:46.319 --> 01:03:48.880
-to what are you asking me to do what
+01:00:02.160 --> 01:00:05.890
+I'm going to be working with fun filters today, because
-01:03:48.880 --> 01:03:50.000
-do you what do you want people to take
+01:00:05.890 --> 01:00:12.250
+that's what we got going on over here. All right, I'm going
-01:03:50.000 --> 01:03:51.359
-away from this talk
+01:00:12.250 --> 01:00:19.160
+to recut everybody hang on tight.
-01:03:51.359 --> 01:03:54.240
-you know as we think about Dungeon and
+01:00:19.160 --> 01:00:21.160
+All right, there's Erik.
-01:03:54.240 --> 01:03:55.280
-sharing it's
+01:00:21.160 --> 01:00:24.160
+This is going to be Erik for a second home.
-01:03:55.280 --> 01:03:57.520
-sharing its tradition as we think about
+01:00:24.160 --> 01:00:27.680
+No worries. And welcome to that welcome to the stream. Trix
-01:03:57.520 --> 01:03:58.799
-learning Emacs
+01:00:27.680 --> 01:00:29.160
+ie horror.
-01:03:58.799 --> 01:04:02.799
-and like making that awesome
+01:00:29.160 --> 01:00:33.410
+Who is one of our project team members somebody who's
-01:04:02.799 --> 01:04:04.880
-and just you know generally what's up
+01:00:33.410 --> 01:00:37.160
+learning Emacs as part of the project, and.
-01:04:04.880 --> 01:04:07.599
-with free software and trying to make
+01:00:37.160 --> 01:00:42.690
+Yeah, I particularly wanted to invite you on to talk about
-01:04:07.599 --> 01:04:12.480
-computers a tool to make people freer
+01:00:42.690 --> 01:00:47.700
+your experience learning Emacs I think you have run into
-01:04:12.480 --> 01:04:15.200
-wow that's like five questions yeah so
+01:00:47.700 --> 01:00:52.900
+places where it's a pain in the butt to learn Emacs and that
-01:04:15.200 --> 01:04:15.920
-I'm going to start
+01:00:52.900 --> 01:00:56.160
+this is a safe space to talk about that.
-01:04:15.920 --> 01:04:18.960
-with jumping I think
+01:00:56.160 --> 01:01:02.160
+I'll jump in by saying the Emacs cheat sheet.
-01:04:18.960 --> 01:04:22.240
-that Dungeon is a lot of fun and
+01:01:02.160 --> 01:01:07.160
+I think it's the one that can do puts out is a lifesaver.
-01:04:22.240 --> 01:04:25.359
-you know I'm I've played many
+01:01:07.160 --> 01:01:12.030
+I think there's a little bit of a vocabulary disconnect,
-01:04:25.359 --> 01:04:27.599
-commercial role-playing games over the
+01:01:12.030 --> 01:01:16.050
+like, and this actually kind of comes up a lot in
-01:04:27.599 --> 01:04:28.480
-years
+01:01:16.050 --> 01:01:21.080
+conversation with Corwin and Erik and I, but coffee paste
-01:04:28.480 --> 01:04:31.680
-and I've enjoyed all of them and there
+01:01:21.080 --> 01:01:25.160
+versus what yank and w, whatever w killing yank.
-01:04:31.680 --> 01:04:32.000
-are
+01:01:25.160 --> 01:01:28.160
+Yeah.
-01:04:32.000 --> 01:04:34.720
-very few of them that I've had as many
+01:01:28.160 --> 01:01:31.380
+Why would you even do that to us right where where were you
-01:04:34.720 --> 01:04:36.319
-belly laughs and as much
+01:01:31.380 --> 01:01:34.810
+when zeros park happened. No, I understand that makes sense.
-01:04:36.319 --> 01:04:40.160
-just joy playing as from Dungeon
+01:01:34.810 --> 01:01:39.160
+What else.
-01:04:40.160 --> 01:04:42.799
-and I think you know the magic of it is
+01:01:39.160 --> 01:01:41.920
+I mean you don't have to sit here and rag on Emacs but we're
-01:04:42.799 --> 01:04:43.280
-you know
+01:01:41.920 --> 01:01:44.160
+here for that. That's all I'm saying.
-01:04:43.280 --> 01:04:45.520
-like any game like the real magic is the
+01:01:44.160 --> 01:01:48.250
+I think that's the biggest thing, like, I'm, I'm used to,
-01:04:45.520 --> 01:04:47.200
-people you play with and having fun with
+01:01:48.250 --> 01:01:52.170
+like, just kind of the very binary nature of like, nope,
-01:04:47.200 --> 01:04:49.599
-your friends
+01:01:52.170 --> 01:01:55.160
+that didn't work, try something else.
-01:04:49.599 --> 01:04:51.280
-and what I would hope that people can
+01:01:55.160 --> 01:02:00.680
+So, as long as you're willing to try other stuff like Emacs
-01:04:51.280 --> 01:04:53.440
-take away from is that Dungeon has the
+01:02:00.680 --> 01:02:07.160
+will be fine. So, it's a tough cookie it can take it.
-01:04:53.440 --> 01:04:55.920
-ability to be that magical thing
+01:02:07.160 --> 01:02:14.430
+The only thing that happens is you have to install it
-01:04:55.920 --> 01:04:59.280
-and hopefully we can get our project to
+01:02:14.430 --> 01:02:21.160
+through your file that you hopefully have a backup of.
-01:04:59.280 --> 01:05:00.000
-the point
+01:02:21.160 --> 01:02:25.160
+Um, are there more questions in the hopper.
-01:05:00.000 --> 01:05:02.160
-where it gets out of the way and lets
+01:02:25.160 --> 01:02:29.500
+If anybody does have any questions up there for hope for
-01:05:02.160 --> 01:05:04.960
-you have that fun with your friends
+01:02:29.500 --> 01:02:34.210
+Erik or I so just to summarize, I've known Erik, I've known
-01:05:04.960 --> 01:05:07.200
-but there's a lot of work to do we
+01:02:34.210 --> 01:02:38.640
+Erik, my whole life, I've known hope around a decade we
-01:05:07.200 --> 01:05:08.240
-could use some help
+01:02:38.640 --> 01:02:41.760
+work together on a project for, for a science fiction
-01:05:08.240 --> 01:05:10.880
-so if you're interested in having fun
+01:02:41.760 --> 01:02:42.160
+convention.
-01:05:10.880 --> 01:05:20.960
-come help us build this fun tool
+01:02:42.160 --> 01:02:45.160
+Yeah.
-01:05:20.960 --> 01:05:22.319
-all right so I just got the call that
+01:02:45.160 --> 01:02:49.360
+I've written a few conventions and then I also helped with
-01:05:22.319 --> 01:05:24.079
-we've got just about two to three
+01:02:49.360 --> 01:02:53.710
+I just wrote a bio. So this should like all theoretically
-01:05:24.079 --> 01:05:25.039
-minutes left
+01:02:53.710 --> 01:02:55.160
+be in my head right.
-01:05:25.039 --> 01:05:28.160
-and we should start our wrap-up
+01:02:55.160 --> 01:03:01.660
+I want to refer to my own bio project coordinator for
-01:05:28.160 --> 01:05:31.440
-okay wrap up so
+01:03:01.660 --> 01:03:03.160
+dungeon mode.
-01:05:31.440 --> 01:05:34.240
-yeah so I'll I'll see if I can charge
+01:03:03.160 --> 01:03:07.160
+I was a bird assistant good credit.
-01:05:34.240 --> 01:05:35.920
-the room with some energy unless you're
+01:03:07.160 --> 01:03:13.160
+And family friend to the Bruce. Oh,
-01:05:35.920 --> 01:05:38.480
-ready to have at it hope
+01:03:13.160 --> 01:03:17.870
+yeah, we've gotten a ton of support from a lot of our
-01:05:38.480 --> 01:05:40.720
-here here's here's what I want people to
+01:03:17.870 --> 01:03:21.720
+lifelong friends people, and also people that we just met.
-01:05:40.720 --> 01:05:42.799
-take away
+01:03:21.720 --> 01:03:24.160
+Maybe that's a that's a great segue.
-01:05:42.799 --> 01:05:47.039
-were you like no okay
+01:03:24.160 --> 01:03:26.900
+Do throw your questions in there I'm going to fill for just
-01:05:47.039 --> 01:05:53.599
-I'm not getting your audio hope
+01:03:26.900 --> 01:03:29.160
+a second and then we'll probably cut away.
-01:05:53.599 --> 01:05:55.839
-it's okay on my end maybe I just need to
+01:03:29.160 --> 01:03:35.970
+But, I'm thinking thematically actually, that's that's too
-01:05:55.839 --> 01:05:57.359
-speak up
+01:03:35.970 --> 01:03:38.810
+abrupt so we need to go around the room, Erik you had hours
-01:05:57.359 --> 01:05:58.880
-is this better let me know when I'm
+01:03:38.810 --> 01:03:41.480
+and hours to rehearse hope kind of jumped in on the last
-01:05:58.880 --> 01:06:00.640
-coming through yeah you're coming
+01:03:41.480 --> 01:03:42.160
+minute.
-01:06:00.640 --> 01:06:01.680
-through now
+01:03:42.160 --> 01:03:47.050
+So let's let's, is it okay to pick on you or do you want me
-01:06:01.680 --> 01:06:05.359
-okay cool oh no I
+01:03:47.050 --> 01:03:48.160
+to get mine.
-01:06:05.359 --> 01:06:08.799
-was going to say go ahead I didn't okay
+01:03:48.160 --> 01:03:51.490
+What are you asking me to do what do you what do you want
-01:06:08.799 --> 01:06:10.559
-I mean I I don't know that I know what I
+01:03:51.490 --> 01:03:55.280
+people to take away from this talk, you know, as we think
-01:06:10.559 --> 01:06:12.880
-want to say either except a whole ton of
+01:03:55.280 --> 01:03:59.010
+about dungeon and sharing it's sharing its tradition, as we
-01:06:12.880 --> 01:06:13.599
-thank yous
+01:03:59.010 --> 01:04:03.160
+think about learning Emacs, and like making that awesome.
-01:06:13.599 --> 01:06:16.480
-so I will I will save those for the for
+01:04:03.160 --> 01:04:08.210
+And just, you know, generally what's up with free software
-01:06:16.480 --> 01:06:17.200
-the literal
+01:04:08.210 --> 01:04:13.160
+and trying to make computers a tool to make people freer.
-01:06:17.200 --> 01:06:20.880
-end here and instead
+01:04:13.160 --> 01:04:18.160
+Yeah, I'm going to ask like five questions. Yeah, so just
-01:06:20.880 --> 01:06:24.160
-what I would say is as we build
+01:04:18.160 --> 01:04:19.160
+jump in.
-01:06:24.160 --> 01:06:27.839
-our amazing innovations and
+01:04:19.160 --> 01:04:24.160
+I think that dungeon is a lot of fun. And, you know, I'm, I
-01:06:27.839 --> 01:06:32.160
-explore our ideas in Emacs
+01:04:24.160 --> 01:04:29.260
+'ve played many commercial role playing games over the years
-01:06:32.160 --> 01:06:35.119
-we are fighting our own ego for the will
+01:04:29.260 --> 01:04:32.160
+, and I've enjoyed all of them.
-01:06:35.119 --> 01:06:36.079
-to get them done
+01:04:32.160 --> 01:04:36.500
+But there's very few of them that I've had as many belly
-01:06:36.079 --> 01:06:37.680
-it's hard and we're not sure if they're
+01:04:36.500 --> 01:04:41.410
+laughs and as much just joy, playing as from dungeon. And I
-01:06:37.680 --> 01:06:38.960
-going to be a good idea and will it
+01:04:41.410 --> 01:04:44.500
+think, you know, the magic of it is, you know, like any
-01:06:38.960 --> 01:06:40.000
-excite people and part of our
+01:04:44.500 --> 01:04:47.400
+game like the real magic is the people you play with and
-01:06:40.000 --> 01:06:41.680
-responsibility is to excite people so
+01:04:47.400 --> 01:04:50.160
+having fun with your friends.
-01:06:41.680 --> 01:06:43.440
-that they can feel good about liking
+01:04:50.160 --> 01:04:53.780
+And what I would hope that people can take away from is
-01:06:43.440 --> 01:06:44.240
-them
+01:04:53.780 --> 01:04:57.900
+that dungeon has the ability to be that magical thing. And
-01:06:44.240 --> 01:06:45.680
-if you come off and you're like hey this
+01:04:57.900 --> 01:05:01.870
+hopefully we can get our project to the point where it gets
-01:06:45.680 --> 01:06:47.359
-is a terrible idea it's really hard to
+01:05:01.870 --> 01:05:06.160
+out of the way and lets you have that fun with your friends.
-01:06:47.359 --> 01:06:47.920
-be like
+01:05:06.160 --> 01:05:12.180
+So I think there's a lot of work to do we could use some
-01:06:47.920 --> 01:06:49.760
-no I love that idea it works
+01:05:12.180 --> 01:05:19.330
+help. So if you're interested in having fun. Come help us
-01:06:49.760 --> 01:06:51.200
-theatrically but
+01:05:19.330 --> 01:05:22.160
+build this fun tool.
-01:06:51.200 --> 01:06:55.680
-in larger groups may not scale
+01:05:22.160 --> 01:05:25.370
+Alright so I just got the call that we've got just about
-01:06:55.680 --> 01:06:58.400
-so that's a crucible for ideas and a
+01:05:25.370 --> 01:05:29.160
+two to three minutes left, and we should start our wrap up.
-01:06:58.400 --> 01:07:00.400
-crucible for teams
+01:05:29.160 --> 01:05:31.160
+Wrap up.
-01:07:00.400 --> 01:07:03.280
-the first part is definitely healthy the
+01:05:31.160 --> 01:05:35.090
+Yeah, so I'll see if I can charge the room with some energy
-01:07:03.280 --> 01:07:04.240
-second part
+01:05:35.090 --> 01:05:38.160
+unless you're ready to have that at home.
-01:07:04.240 --> 01:07:07.440
-there's a lot we can we can do you know
+01:05:38.160 --> 01:05:43.160
+Here, here's, here's what I want people to take away.
-01:07:07.440 --> 01:07:08.640
-having upfront
+01:05:43.160 --> 01:05:47.160
+Were you like, No, okay.
-01:07:08.640 --> 01:07:10.880
-and and and good faith conversations on
+01:05:47.160 --> 01:05:54.160
+I'm not getting your audio hope.
-01:07:10.880 --> 01:07:15.440
-that subject
+01:05:54.160 --> 01:05:57.160
+So my end, maybe I just need to speak up.
-01:07:15.440 --> 01:07:17.520
-anybody else wanted I want to weigh it
+01:05:57.160 --> 01:06:01.160
+Is this better, let me know when I'm coming through.
-01:07:17.520 --> 01:07:19.119
-in after that sorry that that was more
+01:06:01.160 --> 01:06:05.160
+Okay, cool.
-01:07:19.119 --> 01:07:23.200
-of a calm down than a then a fire out
+01:06:05.160 --> 01:06:07.160
+I was gonna say go ahead.
-01:07:23.200 --> 01:07:27.280
-oh that's okay
+01:06:07.160 --> 01:06:11.240
+I didn't. Okay. I mean I don't know that I know what I want
-01:07:27.280 --> 01:07:29.280
-I mean the first part of this but I
+01:06:11.240 --> 01:06:15.290
+to say either except a whole ton of thank you. So, I will,
-01:07:29.280 --> 01:07:30.960
-think
+01:06:15.290 --> 01:06:19.160
+I will save those for the, for the literal end here.
-01:07:30.960 --> 01:07:32.960
-we would be remiss not to highlight org
+01:06:19.160 --> 01:06:26.630
+And instead, what I would say is, as we build our amazing
-01:07:32.960 --> 01:07:34.880
-mode a little bit
+01:06:26.630 --> 01:06:32.160
+innovations and explore our ideas in Emacs.
-01:07:34.880 --> 01:07:37.839
-yeah like that's that's our bread and
+01:06:32.160 --> 01:06:34.980
+We are fighting our own ego for the will to get them done,
-01:07:37.839 --> 01:07:38.480
-butter
+01:06:34.980 --> 01:06:37.740
+it's hard and we're not sure if they're going to be a good
-01:07:38.480 --> 01:07:40.240
-yeah our whole project is built on org
+01:06:37.740 --> 01:06:39.960
+idea and will it excite people and part of our
-01:07:40.240 --> 01:07:42.720
-mode right and I'm just really excited
+01:06:39.960 --> 01:06:42.780
+responsibility is to excite people so that they can feel
-01:07:42.720 --> 01:07:46.240
-because like I have I don't have adhd
+01:06:42.780 --> 01:06:44.160
+good about liking them.
-01:07:46.240 --> 01:07:49.680
-but I have like something similar and so
+01:06:44.160 --> 01:06:47.930
+If you come off and you're like hey this is a terrible idea
-01:07:49.680 --> 01:07:51.119
-like to know that there's something that
+01:06:47.930 --> 01:06:51.470
+it's really hard to be like, no I love that idea works
-01:07:51.119 --> 01:07:54.880
-exists that is like purely hierarchical
+01:06:51.470 --> 01:06:55.160
+theatrically but in larger groups may not scale.
-01:07:54.880 --> 01:07:57.760
-is incredible like I can just run a
+01:06:55.160 --> 01:07:00.160
+So that's a crucible for ideas and a crucible for teams.
-01:07:57.760 --> 01:07:58.559
-report
+01:07:00.160 --> 01:07:05.280
+The first part is definitely healthy. The second part,
-01:07:58.559 --> 01:08:01.839
-basically and get all of my like
+01:07:05.280 --> 01:07:10.070
+there's a lot we can we can do, you know, having a front
-01:08:01.839 --> 01:08:03.839
-to-do lists that I didn't have to put in
+01:07:10.070 --> 01:07:15.160
+and and and good faith conversations on that subject.
-01:08:03.839 --> 01:08:05.760
-one specific place
+01:07:15.160 --> 01:07:19.600
+Anybody else want to want to wade in after that sorry that
-01:08:05.760 --> 01:08:10.559
-and like that's kind of been
+01:07:19.600 --> 01:07:23.160
+that was more of a calm down than a fire out.
-01:08:10.559 --> 01:08:14.559
-a complex issue for me of like
+01:07:23.160 --> 01:07:25.160
+Okay.
-01:08:14.559 --> 01:08:16.480
-okay I have all these to-do lists like
+01:07:25.160 --> 01:07:27.160
+I think.
-01:08:16.480 --> 01:08:18.080
-in google keep or whatever like what do
+01:07:27.160 --> 01:07:32.180
+The first part of this but I think we would be remiss not
-01:08:18.080 --> 01:08:18.319
-I
+01:07:32.180 --> 01:07:35.860
+to highlight org mode, a little bit. Yeah, like, that's,
-01:08:18.319 --> 01:08:20.719
-do with them now so being able to like
+01:07:35.860 --> 01:07:39.280
+that's our bread and butter. Yeah, our whole project is
-01:08:20.719 --> 01:08:21.359
-pull them
+01:07:39.280 --> 01:07:40.160
+built on org mode.
-01:08:21.359 --> 01:08:24.400
-into one list and then just cycle
+01:07:40.160 --> 01:07:44.580
+Right. And I'm just really excited because, like, I have, I
-01:08:24.400 --> 01:08:26.640
-through them is really incredible
+01:07:44.580 --> 01:07:48.670
+don't have ADHD, but I have like something similar. And so,
-01:08:26.640 --> 01:08:30.239
-and I think taking a Dungeon and
+01:07:48.670 --> 01:07:52.230
+like to know that there's something that exists, that is
-01:08:30.239 --> 01:08:34.480
-like using it to
+01:07:52.230 --> 01:07:54.160
+like purely hierarchical.
-01:08:34.480 --> 01:08:35.839
-like combining it with org mode
+01:07:54.160 --> 01:07:59.170
+It's incredible, like I can just run a report, basically
-01:08:35.839 --> 01:08:37.759
-basically
+01:07:59.170 --> 01:08:03.550
+and get all of my like to do lists that I didn't have to
-01:08:37.759 --> 01:08:41.040
-really yeah I'm excited about it I'm
+01:08:03.550 --> 01:08:06.160
+put in one specific place.
-01:08:41.040 --> 01:08:42.560
-excited to see like what it can do for
+01:08:06.160 --> 01:08:13.190
+And, like, that's kind of been a complex issue for me of
-01:08:42.560 --> 01:08:44.159
-player groups
+01:08:13.190 --> 01:08:16.680
+like, okay, I have all these to do lists, like in Google
-01:08:44.159 --> 01:08:47.759
-yeah especially
+01:08:16.680 --> 01:08:19.160
+Keep or whatever like what do I do with them now.
-01:08:47.759 --> 01:08:50.319
-like I was excited about Dungeon mode
+01:08:19.160 --> 01:08:24.160
+So being able to like pull them into one list.
-01:08:50.319 --> 01:08:52.319
-before the pandemic and now like I'm
+01:08:24.160 --> 01:08:27.160
+And then recycle through them is really incredible.
-01:08:52.319 --> 01:08:53.920
-only more enthusiastic
+01:08:27.160 --> 01:08:35.500
+And I think taking dungeon and like using it to like
-01:08:53.920 --> 01:08:57.120
-so yeah definitely the pandemic has
+01:08:35.500 --> 01:08:40.160
+combining it with org mode basically really.
-01:08:57.120 --> 01:08:58.400
-been the greatest thing that happened to
+01:08:40.160 --> 01:08:44.210
+I'm excited about it and I'm excited to see like what it
-01:08:58.400 --> 01:08:59.120
-this game
+01:08:44.210 --> 01:08:46.160
+can do for player groups.
-01:08:59.120 --> 01:09:02.080
-terrible terrible as it is to say that
+01:08:46.160 --> 01:08:49.190
+Especially now that quarantine like I was excited about
-01:09:02.080 --> 01:09:02.640
-it
+01:08:49.190 --> 01:08:50.160
+dungeon mode.
-01:09:02.640 --> 01:09:05.120
-if we needed a hobby and it turns out
+01:08:50.160 --> 01:08:54.040
+Before the pandemic and now like I'm only more enthusiastic.
-01:09:05.120 --> 01:09:06.719
-role-playing games are
+01:08:54.040 --> 01:08:57.940
+So, yeah, definitely the pandemic has been the greatest
-01:09:06.719 --> 01:09:11.279
-a really good fit
+01:08:57.940 --> 01:09:01.720
+thing that happened to this game, terrible terrible as it
-01:09:11.279 --> 01:09:13.839
-so so I think that's probably about
+01:09:01.720 --> 01:09:05.090
+is to say that it, if we needed a hobby and it turns out
-01:09:13.839 --> 01:09:14.799
-our time
+01:09:05.090 --> 01:09:11.160
+role playing games are are really good.
-01:09:14.799 --> 01:09:18.560
-I'm guessing that's my call and
+01:09:11.160 --> 01:09:16.610
+So, so I think that's probably about our time. I'm guessing
-01:09:18.560 --> 01:09:21.759
-thank you very much thank you
+01:09:16.610 --> 01:09:21.160
+that's my call. And thank you very much.
-01:09:21.759 --> 01:09:23.120
-everybody
+01:09:21.160 --> 01:09:24.970
+Thank you everybody will be around for discord and stuff
-01:09:23.120 --> 01:09:25.679
-we'll be around for discord and stuff
+01:09:24.970 --> 01:09:27.160
+later come catch us if you want to talk.
-01:09:25.679 --> 01:09:31.759
-later come catch us if you want to talk
+01:09:27.160 --> 01:09:30.160
+Okay.