From fc01255025f3270df0f275055b3c18b1cb2d00f0 Mon Sep 17 00:00:00 2001 From: Sacha Chua Date: Tue, 10 Nov 2020 13:34:03 -0500 Subject: Let's try it with individual info pages that are included --- 2020/info/29.md | 65 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 65 insertions(+) create mode 100644 2020/info/29.md (limited to '2020/info/29.md') diff --git a/2020/info/29.md b/2020/info/29.md new file mode 100644 index 00000000..7639d238 --- /dev/null +++ b/2020/info/29.md @@ -0,0 +1,65 @@ +We hope the dungeon-mode project will eventually support three primary +use-cases related to editing/designing, playing and running/hosting +RPG games. In a "vanilla" game, characters descend from the "General +Store" (the one safe haven available) into the dungeon, a (nominally) +underground labyrinth of unknown dimensions with generally asocial +occupants and occasional bits of treasure. + +Players can track (as long as the "lights" stay on) the location of +their party of characters via a process we usually call "mapping". +This has usually involved the dungeon master "calling out" the shape +of the map level as the party, in turn, calls out their route or +"pathing" decisions. + + DUNGEON-MASTER + "Corridor East-West" + PARTY-LEADER + "West" + DUNGEON-MASTER + "Ten feet, corridor ends goes South" + PARTY-LEADER + "South" + DUNGEON-MASTER + "Step into an area. It's a + twenty-by-twenty area extending + West, with exits in the Western + part of the southern wall and the + Southern part of the eastern wall." + **rolls dice** + "Nothing waiting in the area" + +Mapping quickly emerged as a focal point for development. Especially, +we were to excited to try creating an 'on-the-fly' graphical +representation of the map that could respond to changing in-game +circumstances. (Oops, all your Elves are dead. Where'd the secret +doors go?) + +During this 20m talk I'll provide a couple of reference points on +Emacs's image and especially SVG rendering capabilities, then +introduce a series of proofs-of-concept focusing on our experience +using core libraries such as \`svg.el' to make them. + +As of submitting abstracts, these include + +- "DM map view" - select and render a complete game map, +- "play mode map" - progressively render maps based on game action, +- "battle-board" - track damage taken by player characters, and +- "character-sheet" - a graphical character sheet +- "previews" - view map tiles when hovering their draw code in org +- "sketch" - a "click-to-draw" experiment + +For an advanced peek please see our git repository (but note we're +moving to Savannah soon). We'll be talking first about [map.el](https://github.com/dungeon-mode/game/blob/master/src/dm-map.el), +especially \`dm-map-draw' and helpers. A few sample game maps this can +render are available as org-mode documents in the [Docs/Maps](https://github.com/dungeon-mode/game/blob/master/Docs/Maps) folder. + +Those interested could compare functions between dm-map.el and +[dm-draw.el](https://github.com/dungeon-mode/game/blob/master/src/dm-draw.el), which is an incomplete rewrite of the "SVG rendering" +functions used only by [dm-sketch.el](https://github.com/dungeon-mode/game/blob/master/src/dm-sketch.el) (so far). Hopefully, it will be +writing our "sketches" back out to org docs in time for the +conference. + +Note on github: +The project is transitioning to Savannah. Please watch for +redirects/moved notices when using these links. + -- cgit v1.2.3