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/schedule/29.md | 74 ++--------------------------------------------------- 1 file changed, 2 insertions(+), 72 deletions(-) (limited to '2020/schedule/29.md') diff --git a/2020/schedule/29.md b/2020/schedule/29.md index 9ae2931d..cc7fd154 100644 --- a/2020/schedule/29.md +++ b/2020/schedule/29.md @@ -5,79 +5,9 @@ Back to the [[schedule]] Previous: Welcome To The Dungeon Next: A tour of vterm +Sunday, Nov 29 2020, 2:22 PM - 2:42 PM EST / 11:22 AM - 11:42 AM PST / 7:22 PM - 7:42 PM UTC / 8:22 PM - 8:42 PM CET / 3:22 AM - 3:42 AM +08 -# Pathing of Least Resistance -Sunday, Nov 29 2020, 2:22 PM - 2:42 PM EST / 11:22 AM - 11:42 AM PST / 7:22 PM - 7:42 PM UTC / 8:22 PM - 8:42 PM CET / 3:22 AM - 3:42 AM +08 -Corwin Brust - -We hope the dungeon-mode project will eventually support three primary -use-cases related to editing/designing, playing and running/hosting -RPG games. In a "vanilla" game, characters descend from the "General -Store" (the one safe haven available) into the dungeon, a (nominally) -underground labyrinth of unknown dimensions with generally asocial -occupants and occasional bits of treasure. - -Players can track (as long as the "lights" stay on) the location of -their party of characters via a process we usually call "mapping". -This has usually involved the dungeon master "calling out" the shape -of the map level as the party, in turn, calls out their route or -"pathing" decisions. - - DUNGEON-MASTER - "Corridor East-West" - PARTY-LEADER - "West" - DUNGEON-MASTER - "Ten feet, corridor ends goes South" - PARTY-LEADER - "South" - DUNGEON-MASTER - "Step into an area. It's a - twenty-by-twenty area extending - West, with exits in the Western - part of the southern wall and the - Southern part of the eastern wall." - **rolls dice** - "Nothing waiting in the area" - -Mapping quickly emerged as a focal point for development. Especially, -we were to excited to try creating an 'on-the-fly' graphical -representation of the map that could respond to changing in-game -circumstances. (Oops, all your Elves are dead. Where'd the secret -doors go?) - -During this 20m talk I'll provide a couple of reference points on -Emacs's image and especially SVG rendering capabilities, then -introduce a series of proofs-of-concept focusing on our experience -using core libraries such as \`svg.el' to make them. - -As of submitting abstracts, these include - -- "DM map view" - select and render a complete game map, -- "play mode map" - progressively render maps based on game action, -- "battle-board" - track damage taken by player characters, and -- "character-sheet" - a graphical character sheet -- "previews" - view map tiles when hovering their draw code in org -- "sketch" - a "click-to-draw" experiment - -For an advanced peek please see our git repository (but note we're -moving to Savannah soon). We'll be talking first about [map.el](https://github.com/dungeon-mode/game/blob/master/src/dm-map.el), -especially \`dm-map-draw' and helpers. A few sample game maps this can -render are available as org-mode documents in the [Docs/Maps](https://github.com/dungeon-mode/game/blob/master/Docs/Maps) folder. - -Those interested could compare functions between dm-map.el and -[dm-draw.el](https://github.com/dungeon-mode/game/blob/master/src/dm-draw.el), which is an incomplete rewrite of the "SVG rendering" -functions used only by [dm-sketch.el](https://github.com/dungeon-mode/game/blob/master/src/dm-sketch.el) (so far). Hopefully, it will be -writing our "sketches" back out to org docs in time for the -conference. - -Note on github: -The project is transitioning to Savannah. Please watch for -redirects/moved notices when using these links. - - - - +[[!inline pages="../info/29" raw="yes"]] Back to the [[schedule]] Previous: Welcome To The Dungeon -- cgit v1.2.3