1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
3229
3230
3231
3232
3233
3234
3235
3236
3237
3238
3239
3240
3241
3242
3243
3244
3245
3246
3247
3248
3249
3250
3251
3252
3253
3254
3255
3256
3257
3258
3259
3260
3261
3262
3263
3264
3265
3266
3267
3268
3269
3270
3271
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
3282
3283
3284
3285
3286
3287
3288
3289
3290
3291
3292
3293
3294
3295
3296
3297
3298
3299
3300
3301
3302
3303
3304
3305
3306
3307
3308
3309
3310
3311
3312
3313
3314
3315
3316
3317
3318
3319
3320
3321
3322
3323
3324
3325
3326
3327
3328
3329
3330
3331
3332
3333
3334
3335
3336
3337
3338
3339
3340
3341
3342
3343
3344
3345
3346
3347
3348
3349
3350
3351
3352
3353
3354
3355
3356
3357
3358
3359
3360
3361
3362
3363
3364
3365
3366
3367
3368
3369
3370
3371
3372
3373
3374
3375
3376
3377
3378
3379
3380
3381
3382
3383
3384
3385
3386
3387
3388
3389
3390
3391
3392
3393
3394
3395
3396
3397
3398
3399
3400
3401
3402
3403
3404
3405
3406
3407
3408
3409
3410
3411
3412
3413
3414
3415
3416
3417
3418
3419
3420
3421
3422
3423
3424
3425
3426
3427
3428
3429
3430
3431
3432
3433
3434
3435
3436
3437
3438
3439
3440
3441
3442
3443
3444
3445
3446
3447
3448
3449
3450
3451
3452
3453
3454
3455
3456
3457
3458
3459
3460
3461
3462
3463
3464
3465
3466
3467
3468
3469
3470
3471
3472
3473
3474
3475
3476
3477
3478
3479
3480
3481
3482
3483
3484
3485
3486
3487
3488
3489
3490
3491
3492
3493
3494
3495
3496
3497
3498
3499
3500
3501
3502
3503
3504
3505
3506
3507
3508
3509
3510
3511
3512
3513
3514
3515
3516
3517
3518
3519
3520
3521
3522
3523
3524
3525
3526
3527
3528
3529
3530
3531
3532
3533
3534
3535
3536
3537
3538
3539
3540
3541
3542
3543
3544
3545
3546
3547
3548
3549
3550
3551
3552
3553
3554
3555
3556
3557
3558
3559
3560
3561
3562
3563
3564
3565
3566
3567
3568
3569
3570
3571
3572
3573
3574
3575
3576
3577
3578
3579
3580
3581
3582
3583
3584
3585
3586
3587
3588
3589
3590
3591
3592
3593
3594
3595
3596
3597
3598
3599
3600
3601
3602
3603
3604
3605
3606
3607
3608
3609
3610
3611
3612
3613
3614
3615
3616
3617
3618
3619
3620
3621
3622
3623
3624
3625
3626
3627
3628
3629
3630
3631
3632
3633
3634
3635
3636
3637
3638
3639
3640
3641
3642
3643
3644
3645
3646
3647
3648
3649
3650
3651
3652
3653
3654
3655
3656
3657
3658
3659
3660
3661
3662
3663
3664
3665
3666
3667
3668
3669
3670
3671
3672
3673
3674
3675
3676
3677
3678
3679
3680
3681
3682
3683
3684
3685
3686
3687
3688
3689
3690
3691
3692
3693
3694
3695
3696
3697
3698
3699
3700
3701
3702
3703
3704
3705
3706
3707
3708
3709
3710
3711
3712
3713
3714
3715
3716
3717
3718
3719
3720
3721
3722
3723
3724
3725
3726
3727
3728
3729
3730
3731
3732
3733
3734
3735
3736
3737
3738
3739
3740
3741
3742
3743
3744
3745
3746
3747
3748
3749
3750
3751
3752
3753
3754
3755
3756
3757
3758
3759
3760
3761
3762
3763
3764
3765
3766
3767
3768
3769
3770
3771
3772
3773
3774
3775
3776
3777
3778
3779
3780
3781
3782
3783
3784
3785
3786
3787
3788
3789
3790
3791
3792
3793
3794
3795
3796
3797
3798
3799
3800
3801
3802
3803
3804
3805
3806
3807
3808
3809
3810
3811
3812
3813
3814
3815
3816
3817
3818
3819
3820
3821
3822
3823
3824
3825
3826
3827
3828
3829
3830
3831
3832
3833
3834
3835
3836
3837
3838
3839
3840
3841
3842
3843
3844
3845
3846
3847
3848
3849
3850
3851
3852
3853
3854
3855
3856
3857
3858
3859
3860
3861
3862
3863
3864
3865
3866
3867
3868
3869
3870
3871
3872
3873
3874
3875
3876
3877
3878
3879
3880
3881
3882
3883
3884
3885
3886
3887
3888
3889
3890
3891
3892
3893
3894
3895
3896
3897
3898
3899
3900
3901
3902
3903
3904
3905
3906
3907
3908
3909
3910
3911
3912
3913
3914
3915
3916
3917
3918
3919
3920
3921
3922
3923
3924
3925
3926
3927
3928
3929
3930
3931
3932
3933
3934
3935
3936
3937
3938
3939
3940
3941
3942
3943
3944
3945
3946
3947
3948
3949
3950
3951
3952
3953
3954
3955
3956
3957
3958
3959
3960
3961
3962
3963
3964
3965
3966
3967
3968
3969
3970
3971
3972
3973
3974
3975
3976
3977
3978
3979
3980
3981
3982
3983
3984
3985
3986
3987
3988
3989
3990
3991
3992
3993
3994
3995
3996
3997
3998
3999
4000
4001
4002
4003
4004
4005
4006
4007
4008
4009
4010
4011
4012
4013
4014
4015
4016
4017
4018
4019
4020
4021
4022
4023
4024
4025
4026
4027
4028
4029
4030
4031
4032
4033
4034
4035
4036
4037
4038
4039
4040
4041
4042
4043
4044
4045
4046
4047
4048
4049
4050
4051
4052
4053
4054
4055
4056
4057
4058
4059
4060
4061
4062
4063
4064
4065
4066
4067
4068
4069
4070
4071
4072
4073
4074
4075
4076
4077
4078
4079
4080
4081
4082
4083
4084
4085
4086
4087
4088
4089
4090
4091
4092
4093
4094
4095
4096
4097
4098
4099
4100
4101
4102
4103
4104
4105
4106
4107
4108
4109
4110
4111
4112
4113
4114
4115
4116
4117
4118
4119
4120
4121
4122
4123
4124
4125
4126
4127
4128
4129
4130
4131
4132
4133
4134
4135
4136
4137
4138
4139
4140
4141
4142
4143
4144
4145
4146
4147
4148
4149
4150
4151
4152
4153
4154
4155
4156
4157
4158
4159
4160
4161
4162
4163
4164
4165
4166
4167
4168
4169
4170
4171
4172
4173
4174
4175
4176
4177
4178
4179
4180
4181
4182
4183
4184
4185
4186
4187
4188
4189
4190
4191
4192
4193
4194
4195
4196
4197
4198
4199
4200
4201
4202
4203
4204
4205
4206
4207
4208
4209
4210
4211
4212
4213
4214
4215
4216
4217
4218
4219
4220
4221
4222
4223
4224
4225
4226
4227
4228
4229
4230
4231
4232
4233
4234
4235
4236
4237
4238
4239
4240
4241
4242
4243
4244
4245
4246
4247
4248
4249
4250
4251
4252
4253
4254
4255
4256
4257
4258
4259
4260
4261
4262
4263
4264
4265
4266
4267
4268
4269
4270
4271
4272
4273
4274
4275
4276
4277
4278
4279
4280
4281
4282
4283
4284
4285
4286
4287
4288
4289
4290
4291
4292
4293
4294
4295
4296
4297
4298
4299
4300
4301
4302
4303
4304
4305
4306
4307
4308
4309
4310
4311
4312
4313
4314
4315
4316
4317
4318
4319
4320
4321
4322
4323
4324
4325
4326
4327
4328
4329
4330
4331
4332
4333
4334
4335
4336
4337
4338
4339
4340
4341
4342
4343
4344
4345
4346
4347
4348
4349
4350
4351
4352
4353
4354
4355
4356
4357
4358
4359
4360
4361
4362
4363
4364
4365
4366
4367
4368
4369
4370
4371
4372
4373
4374
4375
4376
4377
4378
4379
4380
4381
4382
4383
4384
4385
4386
4387
4388
4389
4390
4391
4392
4393
4394
4395
4396
4397
4398
4399
4400
4401
4402
4403
4404
4405
4406
4407
4408
4409
4410
4411
4412
4413
4414
4415
4416
4417
4418
4419
4420
4421
4422
4423
4424
4425
4426
4427
4428
4429
4430
4431
4432
4433
4434
4435
4436
4437
4438
4439
4440
4441
4442
4443
4444
4445
4446
4447
4448
4449
4450
4451
4452
4453
4454
4455
4456
4457
4458
4459
4460
4461
4462
4463
4464
4465
4466
4467
4468
4469
4470
4471
4472
4473
4474
4475
4476
4477
4478
4479
4480
4481
4482
4483
4484
4485
4486
4487
4488
4489
4490
4491
4492
4493
4494
4495
4496
4497
4498
4499
4500
4501
4502
4503
4504
4505
4506
4507
4508
4509
4510
4511
4512
4513
4514
4515
4516
4517
4518
4519
4520
4521
4522
4523
4524
4525
4526
4527
4528
4529
4530
4531
4532
4533
4534
4535
4536
4537
4538
4539
4540
4541
4542
4543
4544
4545
4546
4547
4548
4549
4550
4551
4552
4553
4554
4555
4556
4557
4558
4559
4560
4561
4562
4563
4564
4565
4566
4567
4568
4569
4570
4571
4572
4573
4574
4575
4576
4577
4578
4579
4580
4581
4582
4583
4584
4585
4586
4587
4588
4589
4590
4591
4592
4593
4594
4595
4596
4597
4598
4599
4600
4601
4602
4603
4604
4605
4606
4607
4608
4609
4610
4611
4612
4613
4614
4615
4616
4617
4618
4619
4620
4621
4622
4623
4624
4625
4626
4627
4628
4629
4630
4631
4632
4633
4634
4635
4636
4637
4638
4639
4640
4641
4642
4643
4644
4645
4646
4647
4648
4649
4650
4651
4652
4653
4654
4655
4656
4657
4658
4659
4660
4661
4662
4663
4664
4665
4666
4667
4668
4669
4670
4671
4672
4673
4674
4675
4676
4677
4678
4679
4680
4681
4682
4683
4684
4685
4686
4687
4688
4689
4690
4691
4692
4693
4694
4695
4696
4697
4698
4699
4700
4701
4702
4703
4704
4705
4706
4707
4708
4709
4710
4711
4712
4713
4714
4715
4716
4717
4718
4719
4720
4721
4722
4723
4724
4725
4726
4727
4728
4729
4730
4731
4732
4733
4734
4735
4736
4737
4738
4739
4740
4741
4742
4743
4744
4745
4746
4747
4748
4749
4750
4751
4752
4753
4754
4755
4756
4757
4758
4759
4760
4761
4762
4763
4764
4765
4766
4767
4768
4769
4770
4771
4772
4773
4774
4775
4776
4777
4778
4779
4780
4781
|
WEBVTT
00:00:08.559 --> 00:00:16.074
CORWIN: Okay. So I'm gonna start with my demo Emacs here.
00:00:16.074 --> 00:00:18.000
Erik, we're ready.
00:00:18.000 --> 00:00:31.840
AMIN: We are live.
00:00:31.840 --> 00:00:35.440
ERIK: Okay, so you're starting then.
00:00:35.440 --> 00:00:39.200
CORWIN: I guess I'll start right now. Here we go.
00:00:39.200 --> 00:00:43.440
So I'm a Windows user, as we talked about yesterday.
00:00:43.440 --> 00:00:47.440
I'm going to try to start Emacs for you now.
00:00:47.440 --> 00:00:49.360
I've got it pinned to this thing,
00:00:49.360 --> 00:00:52.879
but mostly what I actually do
00:00:52.879 --> 00:00:56.320
is grab a file explorer and head to my desktop
00:00:56.320 --> 00:01:00.559
where I have all sorts of Emacs.
00:01:00.559 --> 00:01:10.840
Erik, can you make sure that your VLC is muted?
00:01:10.840 --> 00:01:39.360
ERIK: Okay, give me a second, please.
00:01:39.360 --> 00:01:41.920
CORWIN: I do. Okay. All right.
00:01:41.920 --> 00:01:44.560
We should be working again now. My apologies for that.
00:01:44.560 --> 00:01:47.360
All right. Handling technical problems in real-time
00:01:47.360 --> 00:01:49.600
is what Emacs is all about.
00:01:49.600 --> 00:01:52.799
As we're coding, we're constantly making errors, and fixing them,
00:01:52.799 --> 00:01:54.880
and learning from the kinds of errors that we make,
00:01:54.880 --> 00:01:57.759
and adjusting the editor to be easier to use.
00:01:57.759 --> 00:02:02.640
So today we'll try to build on some of the ideas we introduced yesterday
00:02:02.640 --> 00:02:07.280
around how a community can help us learn Emacs faster,
00:02:07.280 --> 00:02:12.160
and how we can think broadly about the people in our team
00:02:12.160 --> 00:02:15.920
when we decide how what kind of Emacs configuration
00:02:15.920 --> 00:02:18.000
we're going to have going for our project.
00:02:18.000 --> 00:02:21.120
So I'm just going to fire up my normal Emacs config now,
00:02:21.120 --> 00:02:24.720
so that we get hopefully a nice pretty demo
00:02:24.720 --> 00:02:28.080
or at least some slides.
00:02:28.080 --> 00:02:30.720
For safety, we're going to avoid the server,
00:02:30.720 --> 00:02:33.360
because I hate it when it crashes.
00:02:33.360 --> 00:02:41.120
It's a little less stable under Windows, I think.
00:02:41.120 --> 00:02:43.200
And well, while this starts up,
00:02:43.200 --> 00:02:44.800
I'll just briefly introduce
00:02:44.800 --> 00:02:47.680
my lifelong friend Erik Elmshauser
00:02:47.680 --> 00:02:50.400
who's hanging in the wings and waiting impatiently
00:02:50.400 --> 00:02:54.400
for us to be able to start our slides.
00:02:54.400 --> 00:02:58.560
ERIK: Hello, everybody. I'm Erik.
00:02:58.560 --> 00:03:03.200
CORWIN: So you've heard plenty from me already this conference,
00:03:03.200 --> 00:03:09.120
I suppose, so I'm just going to...
00:03:09.120 --> 00:03:10.560
So Erik and I have worked things out
00:03:10.560 --> 00:03:12.400
so that he'll do most of the talking today.
00:03:12.400 --> 00:03:14.159
I'll drive us through some code parts,
00:03:14.159 --> 00:03:16.159
but the hope is that we'll just focus
00:03:16.159 --> 00:03:17.599
a little more on the game.
00:03:17.599 --> 00:03:19.360
If you have questions about the game at all,
00:03:19.360 --> 00:03:28.480
please don't hesitate to ask those as well as your Emacs questions.
00:03:28.480 --> 00:03:30.840
I think we're starting out.
00:03:30.840 --> 00:03:41.200
Welcome. Let's cut away here so we can show some faces.
00:03:41.200 --> 00:03:43.920
I lost you, Erik.
00:03:43.920 --> 00:03:45.040
ERIK: Why would you do that?
00:03:45.040 --> 00:03:48.319
CORWIN: There he is.
00:03:48.319 --> 00:03:50.000
Let's just do one more thing
00:03:50.000 --> 00:03:53.280
because that's just kind of offensive.
00:03:53.280 --> 00:03:55.439
I'm going to kill off that cute wallpaper
00:03:55.439 --> 00:03:59.360
we all were playing with yesterday,
00:03:59.360 --> 00:04:02.640
although that's not so bad anymore.
00:04:02.640 --> 00:04:04.480
Oh, that's terrible. It's got to come back.
00:04:04.480 --> 00:04:11.120
I'm sorry, everybody.
00:04:11.120 --> 00:04:16.720
Oh my dear. All right.
00:04:16.720 --> 00:04:25.040
We just opened Emacs, so I have to open my slideshow,
00:04:25.040 --> 00:04:28.479
and there we are.
00:04:28.479 --> 00:04:32.560
Okay, Erik, I think I'm about as ready as I get.
00:04:32.560 --> 00:04:35.120
ERIK: Cool. Well, let's begin here.
00:04:35.120 --> 00:04:37.840
Welcome to the dungeon, everybody.
00:04:37.840 --> 00:04:38.320
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
00:04:43.040 --> 00:04:45.120
for about a year now.
00:04:45.120 --> 00:04:52.000
The Dungeon game is based on
00:04:52.000 --> 00:04:53.360
a tradition of gaming
00:04:53.360 --> 00:04:55.520
that came out of the University of Minnesota
00:04:55.520 --> 00:04:57.520
back in the 1950s,
00:04:57.520 --> 00:05:00.320
as far as we can tell.
00:05:00.320 --> 00:05:03.360
It is a predecessor, an ancestor of
00:05:03.360 --> 00:05:05.199
most of the commercial role-playing games
00:05:05.199 --> 00:05:07.919
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.
00:05:11.919 --> 00:05:14.800
So one of the first things we want to talk about is:
00:05:14.800 --> 00:05:17.039
What is it that sets Dungeon apart?
00:05:17.039 --> 00:05:19.680
why is it... what is it about this game
00:05:19.680 --> 00:05:22.479
that makes us want to continue bringing it forward,
00:05:22.479 --> 00:05:26.479
when there are so many games already commercially available
00:05:26.479 --> 00:05:28.479
that are descended from it?
00:05:28.479 --> 00:05:34.160
Dungeon is kind of a simpler game.
00:05:34.160 --> 00:05:40.400
Like we don't do a lot of the mechanics that you think about.
00:05:40.400 --> 00:05:44.560
What is it that defines your character? Stats and skills and attributes?
00:05:44.560 --> 00:05:48.080
We just don't deal with it in Dungeon.
00:05:48.080 --> 00:05:54.720
But Dungeon... The simplicity of it allows it
00:05:54.720 --> 00:06:01.840
to be a vehicle for creativity more than just a numbers project.
00:06:01.840 --> 00:06:04.240
So that's kind of why we like it,
00:06:04.240 --> 00:06:08.533
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
00:06:12.567 --> 00:06:16.400
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...
00:06:24.000 --> 00:06:27.919
When we try to... Heyo. I'm sorry. I got ahead of us.
00:06:27.919 --> 00:06:32.160
I'll cut back.
00:06:32.160 --> 00:06:35.520
ERIK: I thought we were doing fine
00:06:35.520 --> 00:06:40.319
CORWIN: Okay, well then. I'll just... yeah. Either way.
00:06:40.319 --> 00:06:43.360
ERIK: So we've been friends since...
00:06:43.360 --> 00:06:46.479
It was our parents' idea, basically.
00:06:46.479 --> 00:06:53.120
Our parents are friends, and we learned this game from our parents.
00:06:53.120 --> 00:07:02.479
Specifically, I learned it from Corwin when I was 7 or 8.
00:07:02.479 --> 00:07:06.400
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.
00:07:14.560 --> 00:07:17.360
They used to run science fiction conventions together.
00:07:17.360 --> 00:07:22.400
Our play featured imaginative role-playing.
00:07:22.400 --> 00:07:28.639
Usually we would find ways to work the computers into things.
00:07:28.639 --> 00:07:35.000
I don't know. I hardly have memories that precede Erik.
00:07:35.000 --> 00:07:39.199
ERIK: Also, it turns out we're both kind of nerds.
00:07:39.199 --> 00:07:46.560
I learned to program from my mother back in the early 80s,
00:07:46.560 --> 00:07:49.039
and for as long as we've been friends,
00:07:49.039 --> 00:07:52.800
basically we've also been into playing with computers.
00:07:52.800 --> 00:07:56.720
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
00:07:59.700 --> 00:08:03.567
for a long time before either of us got PC clones
00:08:03.567 --> 00:08:07.967
and Windows or DOS or Linux or any of those systems.
00:08:07.967 --> 00:08:11.360
We went through all of them, and kinda liked them.
00:08:11.360 --> 00:08:17.919
So we also always thought, like,
00:08:17.919 --> 00:08:22.639
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?
00:08:25.967 --> 00:08:28.319
'Cause that's what you do, right?
00:08:28.319 --> 00:08:32.080
CORWIN: That's certainly what we did.
00:08:32.080 --> 00:08:35.039
So after some decades of bike-shedding
00:08:35.039 --> 00:08:39.039
where we saw really a lot of changes in the technology field,
00:08:39.039 --> 00:08:40.159
cell phones were invented,
00:08:40.159 --> 00:08:41.919
smartphones were invented...
00:08:41.919 --> 00:08:45.360
Text messaging in particular had a dramatic impact
00:08:45.360 --> 00:08:49.519
on what we thought Dungeon would have to be able to do to be more fun
00:08:49.519 --> 00:08:54.720
than scribbling in graph paper.
00:08:54.720 --> 00:08:58.480
Yeah, either way.
00:08:58.480 --> 00:09:01.519
ERIK: We've been using Linux since the mid 90s
00:09:01.519 --> 00:09:06.160
I don't remember exactly when I did my first Linux install,
00:09:06.160 --> 00:09:11.200
but I really liked it from the get-go,
00:09:11.200 --> 00:09:17.267
and I think it was shortly after I
installed it on a 486,
00:09:17.267 --> 00:09:18.900
I went over to Corwin's house
00:09:18.900 --> 00:09:23.360
and we spent a couple of months screwing around with it.
00:09:23.360 --> 00:09:28.800
CORWIN: I'll add, I remember the day that I learned about the formation of GNU.
00:09:28.800 --> 00:09:33.440
It had a life. I mean, I read lots of licenses.
00:09:33.440 --> 00:09:38.480
I think a lot of us have written our own SWAG license code
00:09:38.480 --> 00:09:42.080
and I definitely credit the formation of GNU
00:09:42.080 --> 00:09:48.640
to my being interested in thinking about that.
00:09:48.640 --> 00:09:50.720
Right. I am working the slides here. Okay.
00:09:50.720 --> 00:09:54.800
Well. So yeah, this is your turn.
00:09:54.800 --> 00:09:57.360
I already mentioned Jeff yesterday,
00:09:57.360 --> 00:10:00.399
so your turn to take it for a few slides.
00:10:00.399 --> 00:10:07.600
ERIK: Along with learning Linux, we started learning the various tools
00:10:07.600 --> 00:10:11.680
that were available through the GNU free software movement.
00:10:11.680 --> 00:10:16.560
It didn't take very long before we got into using Emacs.
00:10:16.560 --> 00:10:21.839
When we were working as software developers back in the 90s,
00:10:21.839 --> 00:10:25.200
we both were using Emacs in an office environment
00:10:25.200 --> 00:10:28.959
with some other developers.
00:10:28.959 --> 00:10:32.367
It was obviously a very powerful tool,
00:10:32.367 --> 00:10:40.560
and we have really enjoyed using it for a couple of decades since then.
00:10:40.560 --> 00:10:48.880
CORWIN: I'm not going to go on at length about my love for Emacs here.
00:10:48.880 --> 00:10:52.480
So we put together a project.
00:10:52.480 --> 00:10:54.033
Each time we rehearse this,
00:10:54.033 --> 00:10:56.320
Erik introduces it with it's my story to tell,
00:10:56.320 --> 00:10:58.000
but since our flow is already to hell
00:10:58.000 --> 00:11:00.880
and we're just having a conversation with you today,
00:11:00.880 --> 00:11:05.920
I'll just jump in and say from a project standpoint,
00:11:05.920 --> 00:11:08.160
the project owes its inception
00:11:08.160 --> 00:11:10.320
to a tremendous number of people in fandom
00:11:10.320 --> 00:11:15.680
that encouraged us to just do crazy projects.
00:11:15.680 --> 00:11:17.760
In this case, to our friends
00:11:17.760 --> 00:11:20.640
that were hanging out with us on Discord all the time
00:11:20.640 --> 00:11:22.560
while we played different games.
00:11:22.560 --> 00:11:25.200
And through that, and while I was
00:11:25.200 --> 00:11:26.640
fooling with Emacs,
00:11:26.640 --> 00:11:34.000
generally other people played games,
00:11:34.000 --> 00:11:35.519
the pieces fell into place.
00:11:35.519 --> 00:11:37.279
We were all there, so we could talk about it,
00:11:37.279 --> 00:11:39.760
and the idea got exciting again.
00:11:39.760 --> 00:11:41.920
We started going back to all the places
00:11:41.920 --> 00:11:44.160
that we had had trouble with it in the past.
00:11:44.160 --> 00:11:45.760
It really did seem to add up.
00:11:45.760 --> 00:11:48.880
We built proof of concepts to do hard stuff quickly.
00:11:48.880 --> 00:11:54.880
I guess we'll probably head into that that area now.
00:11:54.880 --> 00:11:59.300
ERIK: This slide mentions: Why build a role-playing game in Emacs?
00:11:59.300 --> 00:12:03.360
I was watching the last presentation
00:12:03.360 --> 00:12:08.167
and there was a slide about all of the
problems
00:12:08.167 --> 00:12:10.333
that Emacs poses for retro gaming,
00:12:10.333 --> 00:12:14.100
where it interrupts the game loops and
it waits for user input.
00:12:14.100 --> 00:12:17.667
That was a whole list of reasons why
00:12:17.667 --> 00:12:21.233
Emacs actually does exactly what we want in our project
00:12:21.233 --> 00:12:31.360
and why Dungeon is a natural fit for Emacs.
00:12:31.360 --> 00:12:36.480
CORWIN: Hey there. Yeah, go ahead and continue.
00:12:36.480 --> 00:12:38.639
I just got a phone call, I think from Leo,
00:12:38.639 --> 00:12:40.639
so I'm going to mute.
00:12:40.639 --> 00:12:47.279
ERIK: So what we did in the project was basically
00:12:47.279 --> 00:12:49.680
come up with our minimum play-testable candidate.
00:12:49.680 --> 00:12:50.959
We listed all of the things
00:12:50.959 --> 00:12:54.240
that we need to be able to make the project do
00:12:54.240 --> 00:12:59.519
in order to recreate the Dungeon experience that we had
00:12:59.519 --> 00:13:01.279
with paper and dice sitting around a
00:13:01.279 --> 00:13:05.600
table when we were kids
00:13:05.600 --> 00:13:09.680
and
00:13:09.680 --> 00:13:12.079
I mean we you know it took a while for
00:13:12.079 --> 00:13:13.839
us to kind of
00:13:13.839 --> 00:13:16.079
tease apart the problem in a way where
00:13:16.079 --> 00:13:18.000
we could actually list out all of the
00:13:18.000 --> 00:13:19.120
features like
00:13:19.120 --> 00:13:20.959
what are the problems we have to solve
00:13:20.959 --> 00:13:27.760
and how do we solve them
00:13:27.760 --> 00:13:30.959
so creating any free software any
00:13:30.959 --> 00:13:33.040
self-organizing free software project
00:13:33.040 --> 00:13:36.000
is is challenging to start with and
00:13:36.000 --> 00:13:37.200
we're generally
00:13:37.200 --> 00:13:38.480
people with a bunch of other
00:13:38.480 --> 00:13:40.320
responsibilities by the time we get to
00:13:40.320 --> 00:13:40.560
it
00:13:40.560 --> 00:13:44.000
so it's it's not just hey
00:13:44.000 --> 00:13:47.040
you know the general herding cats it's
00:13:47.040 --> 00:13:47.680
it's
00:13:47.680 --> 00:13:49.120
you know trying to make it a part of
00:13:49.120 --> 00:13:51.040
your life to
00:13:51.040 --> 00:13:54.399
that being kind of a
00:13:54.399 --> 00:13:57.680
you know challenging battle we we
00:13:57.680 --> 00:14:00.480
kind of aligned on some some principles
00:14:00.480 --> 00:14:02.639
that we wanted to adhere to
00:14:02.639 --> 00:14:04.079
once we started taking the project
00:14:04.079 --> 00:14:05.680
seriously
00:14:05.680 --> 00:14:09.519
like pre you know particularly
00:14:09.519 --> 00:14:12.720
recognizing gnu in specific as we focus
00:14:12.720 --> 00:14:15.199
on giving back to the community
00:14:15.199 --> 00:14:16.480
taking what we learned as perl
00:14:16.480 --> 00:14:18.240
programmers and
00:14:18.240 --> 00:14:22.079
you know bringing that spirit forward
00:14:22.079 --> 00:14:24.320
into into our work and maybe
00:14:24.320 --> 00:14:26.399
specifically support making sure that we
00:14:26.399 --> 00:14:27.120
can
00:14:27.120 --> 00:14:30.639
you know write functions for the
00:14:30.639 --> 00:14:31.760
game
00:14:31.760 --> 00:14:35.199
in perl if we want to
00:14:35.199 --> 00:14:38.079
and then to use the game as a vehicle to
00:14:38.079 --> 00:14:40.320
make people look beyond
00:14:40.320 --> 00:14:43.360
the
00:14:43.360 --> 00:14:46.800
typically open source or sorry typically
00:14:46.800 --> 00:14:49.600
nominally open source at best
00:14:49.600 --> 00:14:52.160
generally pretty closed world of
00:14:52.160 --> 00:14:54.160
computer gaming a lot of windows users
00:14:54.160 --> 00:14:55.440
out there a lot of free
00:14:55.440 --> 00:14:57.519
non-free communication tools and a lot
00:14:57.519 --> 00:14:59.760
of
00:14:59.760 --> 00:15:01.839
you know a lot of ground to cover from a
00:15:01.839 --> 00:15:03.360
free software perspective
00:15:03.360 --> 00:15:05.920
so what can Emacs do from a gaming
00:15:05.920 --> 00:15:07.360
standpoint to
00:15:07.360 --> 00:15:12.160
to open that up
00:15:12.160 --> 00:15:14.880
and not to mention the hubris of the you
00:15:14.880 --> 00:15:16.720
know the two of us with a few friends
00:15:16.720 --> 00:15:18.399
basically deciding to take on what
00:15:18.399 --> 00:15:19.440
amounts to a
00:15:19.440 --> 00:15:21.839
huge project you know we're
00:15:21.839 --> 00:15:24.720
essentially a year in now and we haven't
00:15:24.720 --> 00:15:27.839
really gotten over halfway to our
00:15:27.839 --> 00:15:30.000
minimum playtestable candidate
00:15:30.000 --> 00:15:32.880
it's a it's a work in progress we've
00:15:32.880 --> 00:15:34.320
got a long row to go
00:15:34.320 --> 00:15:36.800
there's at least 50 items on the things
00:15:36.800 --> 00:15:38.399
that we think are critical to
00:15:38.399 --> 00:15:40.320
to be able to introduce it to my younger
00:15:40.320 --> 00:15:44.720
kids for example
00:15:44.720 --> 00:15:48.399
okay so we're in the accomplishments
00:15:48.399 --> 00:15:49.279
section
00:15:49.279 --> 00:15:50.959
so we're supposed to be talking about
00:15:50.959 --> 00:15:52.639
the things that we have
00:15:52.639 --> 00:15:55.920
succeeded in doing in our first year
00:15:55.920 --> 00:15:58.880
we have succeeded in working with data
00:15:58.880 --> 00:16:01.199
in org documents using org mode
00:16:01.199 --> 00:16:04.480
tables to store the data that we're
00:16:04.480 --> 00:16:05.360
going to use
00:16:05.360 --> 00:16:09.279
in the various parts of our game
00:16:09.279 --> 00:16:12.519
and we've had a lot of success with
00:16:12.519 --> 00:16:14.160
SVG.el
00:16:14.160 --> 00:16:16.639
it started withdrawing maps and we
00:16:16.639 --> 00:16:17.279
have
00:16:17.279 --> 00:16:19.440
another talk about our mapping
00:16:19.440 --> 00:16:21.440
specifically coming up next so we'll
00:16:21.440 --> 00:16:23.759
put off some of that discussion for a
00:16:23.759 --> 00:16:25.199
separate talk
00:16:25.199 --> 00:16:28.720
but we've also succeeded in
00:16:28.720 --> 00:16:32.320
getting into a bunch of different
00:16:32.320 --> 00:16:35.680
elements of the game where
00:16:35.680 --> 00:16:38.160
we're you know making a lot of progress
00:16:38.160 --> 00:16:38.959
using this
00:16:38.959 --> 00:16:41.920
drawing engine we developed to also draw
00:16:41.920 --> 00:16:43.759
this other thing and also draw this
00:16:43.759 --> 00:16:45.279
other thing and also draw this other
00:16:45.279 --> 00:16:46.079
thing and it's
00:16:46.079 --> 00:16:49.519
you know we kind of backed into
00:16:49.519 --> 00:16:52.560
we've got this aesthetic and we're
00:16:52.560 --> 00:16:54.720
using it to draw interfaces for all of
00:16:54.720 --> 00:17:03.120
the different parts of the game
00:17:03.120 --> 00:17:05.600
so let's talk a little bit
00:17:05.600 --> 00:17:06.959
about what
00:17:06.959 --> 00:17:10.880
what works now
00:17:10.880 --> 00:17:13.360
first of all there's the mapping part
00:17:13.360 --> 00:17:14.640
that Erik mentioned
00:17:14.640 --> 00:17:18.480
and we'll jump here into we'll start
00:17:18.480 --> 00:17:20.880
opening up some files and looking around
00:17:20.880 --> 00:17:22.160
but then
00:17:22.160 --> 00:17:25.520
also later we'll we'll fire up an eye
00:17:25.520 --> 00:17:26.959
elm and look at some of the
00:17:26.959 --> 00:17:28.400
some of the other proofs of concept so
00:17:28.400 --> 00:17:30.240
hopefully we can
00:17:30.240 --> 00:17:32.240
pivot the second talk more toward the
00:17:32.240 --> 00:17:34.320
demos as as we skip some of the
00:17:34.320 --> 00:17:35.520
interactive stuff that might be
00:17:35.520 --> 00:17:43.200
mentioned in the slides that we go by
00:17:43.200 --> 00:17:46.880
so maps
00:17:46.880 --> 00:17:50.080
visual battle board
00:17:50.080 --> 00:17:53.120
the battle board I'm just going to I'm just
00:17:53.120 --> 00:17:54.160
going to skip it Erik
00:17:54.160 --> 00:18:02.000
we'll hit it in the next one okay
00:18:02.000 --> 00:18:08.480
hang on
00:18:08.480 --> 00:18:09.919
okay so I'm just going to go ahead and
00:18:09.919 --> 00:18:11.840
open up maps and
00:18:11.840 --> 00:18:13.760
let you talk from the from the SVG
00:18:13.760 --> 00:18:15.039
process itself
00:18:15.039 --> 00:18:16.480
because that's the interesting part to
00:18:16.480 --> 00:18:22.240
me that to me
00:18:22.240 --> 00:18:26.080
okay talk about the SVG
00:18:26.080 --> 00:18:28.640
process like what what are you thinking
00:18:28.640 --> 00:18:30.640
exactly we want to talk about how
00:18:30.640 --> 00:18:33.760
we turn our data into an image or
00:18:33.760 --> 00:18:37.919
what what are you hoping for yeah so
00:18:37.919 --> 00:18:39.760
I mean did you did you want to talk more
00:18:39.760 --> 00:18:41.200
from from the
00:18:41.200 --> 00:18:45.679
SVG the hand-drawn SVG graphics at all
00:18:45.679 --> 00:18:47.039
I thought we were going to save that
00:18:47.039 --> 00:18:49.760
stuff for the passing talk okay
00:18:49.760 --> 00:18:52.000
right now if you want yeah I mean so
00:18:52.000 --> 00:18:53.440
we've got about
00:18:53.440 --> 00:18:56.559
10 minutes before the turn where we
00:18:56.559 --> 00:18:58.400
thought we would first take any
00:18:58.400 --> 00:19:00.400
questions that are hanging out there
00:19:00.400 --> 00:19:02.320
I unfortunately closed the ether pad but
00:19:02.320 --> 00:19:04.799
I can open it again real quick
00:19:04.799 --> 00:19:08.480
and or you can jump
00:19:08.480 --> 00:19:11.440
jump into the to the pathing stuff now
00:19:11.440 --> 00:19:12.320
or I can just
00:19:12.320 --> 00:19:13.760
throw up an IELM and we can start the
00:19:13.760 --> 00:19:15.440
demos so
00:19:15.440 --> 00:19:18.880
let me invite Amin or Sacha back in
00:19:18.880 --> 00:19:19.840
if you guys
00:19:19.840 --> 00:19:22.160
or Leo if any of you want to join the
00:19:22.160 --> 00:19:22.960
conversation
00:19:22.960 --> 00:19:25.840
make a suggestion as to how we balance
00:19:25.840 --> 00:19:27.120
between the remaining time
00:19:27.120 --> 00:19:29.840
the rest of what we have left starts in
00:19:29.840 --> 00:19:32.480
on toward the technical so especially
00:19:32.480 --> 00:19:35.120
if there would be questions
00:19:35.120 --> 00:19:36.840
about the game right now that would be
00:19:36.840 --> 00:19:40.160
awesome
00:19:40.160 --> 00:19:48.720
and I'm going to get seated again
00:19:48.720 --> 00:19:51.200
I'm not sure if I talk over the stream
00:19:51.200 --> 00:19:53.200
if you'll hear it because I'm just
00:19:53.200 --> 00:19:54.720
watching your stream
00:19:54.720 --> 00:20:01.200
but I can try writing an irc
00:20:01.200 --> 00:20:04.640
sure yeah questions would be cool or
00:20:04.640 --> 00:20:07.360
yeah well Erik why don't you just go
00:20:07.360 --> 00:20:08.559
ahead and start walking us through the
00:20:09.120 --> 00:20:11.440
hand-drawn SVG stuff just a little bit
00:20:11.440 --> 00:20:12.960
because I think
00:20:12.960 --> 00:20:14.640
if that isn't interesting to people we
00:20:14.640 --> 00:20:17.120
can just preempt for a question
00:20:17.120 --> 00:20:21.120
okay so historically when we
00:20:21.120 --> 00:20:24.080
decided to actually start writing
00:20:24.080 --> 00:20:25.840
code one of the very first things we
00:20:25.840 --> 00:20:26.720
wanted to do
00:20:26.720 --> 00:20:30.080
was the maps because initially it seemed
00:20:30.080 --> 00:20:31.919
like the maps were going to be one of
00:20:31.919 --> 00:20:33.840
the biggest challenges
00:20:33.840 --> 00:20:35.760
in terms of how do we get a text editor
00:20:35.760 --> 00:20:38.000
to draw pictures for us
00:20:38.000 --> 00:20:42.159
we pretty quickly decided we wanted
00:20:42.159 --> 00:20:45.280
to work with svgs because it allowed us
00:20:45.280 --> 00:20:48.559
to leverage the power of Emacs as a text
00:20:48.559 --> 00:20:52.159
editor and a text manipulator to write
00:20:52.159 --> 00:20:56.080
text graphics with the SVG format
00:20:56.080 --> 00:20:59.520
so we did some SVG graphics by hand
00:20:59.520 --> 00:21:01.440
we went in and just started hand coding
00:21:01.440 --> 00:21:02.640
things that looked
00:21:02.640 --> 00:21:05.440
visually like the maps we used to draw
00:21:05.440 --> 00:21:07.440
by hand on graph paper when
00:21:07.440 --> 00:21:08.960
we were you know sitting around the
00:21:08.960 --> 00:21:11.360
table
00:21:11.360 --> 00:21:14.559
yep absolutely what emerged from that
00:21:14.559 --> 00:21:17.840
is as we started working on some of
00:21:17.840 --> 00:21:20.400
these files this particular image is a
00:21:20.400 --> 00:21:24.000
test of some 20 wide water
00:21:24.000 --> 00:21:26.240
with some beaches around it and a
00:21:26.240 --> 00:21:28.000
special chamber kind of off to the side
00:21:28.000 --> 00:21:29.679
called a clapper
00:21:29.679 --> 00:21:33.760
and this was the way we would code is by
00:21:33.760 --> 00:21:36.559
sketching by hand all of these things to
00:21:36.559 --> 00:21:37.600
look right
00:21:37.600 --> 00:21:39.440
and then we would take that code and we
00:21:39.440 --> 00:21:42.080
noticed it became real repetitive
00:21:42.080 --> 00:21:43.919
as we would go like chunk of water chunk
00:21:43.919 --> 00:21:45.440
of water chunk of water
00:21:45.440 --> 00:21:46.880
and we're like okay so what we really
00:21:46.880 --> 00:21:48.559
need is to define a
00:21:48.559 --> 00:21:52.000
set of we called it tiles but like
00:21:52.000 --> 00:21:53.600
you could think of it as rubber stamps
00:21:53.600 --> 00:21:55.760
where we write this graphics code
00:21:55.760 --> 00:21:57.440
and then we're able to repeat it in
00:21:57.440 --> 00:22:00.400
different places around the map
00:22:00.400 --> 00:22:03.039
you want to flip over to code view
00:22:03.039 --> 00:22:07.120
and show that or do we want to move into
00:22:07.120 --> 00:22:10.240
tiles code
00:22:10.240 --> 00:22:12.720
so you know you can see just really
00:22:12.720 --> 00:22:14.320
obviously here the only thing that's
00:22:14.320 --> 00:22:15.200
changing from
00:22:15.200 --> 00:22:18.240
chunk of water to chunk of water is the
00:22:18.240 --> 00:22:21.600
x and y coordinates
00:22:21.600 --> 00:22:24.640
we're you know we can skip getting into
00:22:24.640 --> 00:22:26.000
the SVG directives
00:22:26.000 --> 00:22:29.360
and how all of the path statements
00:22:29.360 --> 00:22:30.640
actually work
00:22:30.640 --> 00:22:33.679
but you can trust us
00:22:33.679 --> 00:22:36.480
all of these d equals and there's m's
00:22:36.480 --> 00:22:39.039
and h's and v's that turns out to be
00:22:39.039 --> 00:22:41.039
horizontal lines and vertical lines and
00:22:41.039 --> 00:22:42.480
cursor moves and it's kind of like
00:22:42.480 --> 00:22:44.159
turtle graphics if anyone
00:22:44.159 --> 00:22:46.640
remembers that far back and we're
00:22:46.640 --> 00:22:48.720
picking up our pen and dropping it and
00:22:48.720 --> 00:22:54.720
drawing lines around on our map
00:22:54.720 --> 00:22:56.240
so we do have a few questions if you
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
NOTE Jas looked at things up to here
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 IELM
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
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
IELM 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
00:30:23.039 --> 00:30:24.880
you know these are all in my estimation
00:30:24.880 --> 00:30:26.399
kind of crude graphics
00:30:26.399 --> 00:30:28.640
but we're at the proof of concept stage
00:30:28.640 --> 00:30:30.399
and it definitely proves that we can use
00:30:30.399 --> 00:30:31.679
our graphics engine
00:30:31.679 --> 00:30:34.640
to decide what we want our maps to look
00:30:34.640 --> 00:30:35.279
like
00:30:35.279 --> 00:30:39.440
and real quickly compose new map tiles
00:30:39.440 --> 00:30:44.240
and stamp out a bunch of new maps
00:30:44.240 --> 00:30:46.880
so now I'll show off one of the other
00:30:46.880 --> 00:30:48.640
things so the next thing we did once we
00:30:48.640 --> 00:30:50.559
once we had the maps doing
00:30:50.559 --> 00:30:51.919
and we haven't gotten into the features
00:30:51.919 --> 00:30:53.600
of the maps we can we can appoint time
00:30:53.600 --> 00:30:54.960
to that or not
00:30:54.960 --> 00:30:58.960
but there are a number of
00:30:58.960 --> 00:31:00.720
featured features there that we can
00:31:00.720 --> 00:31:02.840
look at the
00:31:02.840 --> 00:31:05.760
we then wanted to
00:31:05.760 --> 00:31:08.640
try to see if that could make other
00:31:08.640 --> 00:31:10.399
interfaces more appealing so we built
00:31:10.399 --> 00:31:11.360
stuff like
00:31:11.360 --> 00:31:14.320
oop that's going to be the map again
00:31:14.320 --> 00:31:15.919
I'll just run it here through I
00:31:15.919 --> 00:31:18.320
am so it's more obvious what I'm doing
00:31:18.320 --> 00:31:20.080
00:31:20.080 --> 00:31:21.679
so let's look next to the character
00:31:21.679 --> 00:31:26.080
sheet oops
00:31:26.080 --> 00:31:32.880
back and alt p doesn't work okay
00:31:32.880 --> 00:31:35.840
that's a bummer that is not
00:31:35.840 --> 00:31:38.240
autoloaded
00:31:38.240 --> 00:31:40.559
so this this project is a bit of a mess
00:31:40.559 --> 00:31:41.600
right now y'all
00:31:41.600 --> 00:31:43.120
it does some stuff that's really
00:31:43.120 --> 00:31:45.120
exciting to us but the code is terrible
00:31:45.120 --> 00:31:47.039
and we need all the help we can get
00:31:47.039 --> 00:31:48.399
being told what our problems are and how
00:31:48.399 --> 00:31:49.279
to fix them
00:31:49.279 --> 00:31:51.360
so that is if you take nothing away from
00:31:51.360 --> 00:31:52.559
this talk
00:31:52.559 --> 00:31:54.799
take away from it that we could use
00:31:54.799 --> 00:32:00.480
your help
00:32:00.480 --> 00:32:02.399
yeah that doubles back to when we
00:32:02.399 --> 00:32:04.640
were talking about larry wall's cardinal
00:32:04.640 --> 00:32:06.320
virtues of programming like we
00:32:06.320 --> 00:32:07.440
definitely
00:32:07.440 --> 00:32:09.760
took on some hubris thinking we could do
00:32:09.760 --> 00:32:10.640
this
00:32:10.640 --> 00:32:13.519
and we might not be wrong but we
00:32:13.519 --> 00:32:14.799
could do it easier with
00:32:14.799 --> 00:32:16.799
more hands you know many hands make
00:32:16.799 --> 00:32:18.240
light work all right
00:32:18.240 --> 00:32:21.760
I'll bite yeah
00:32:21.760 --> 00:32:23.360
and the character she won't load for us
00:32:23.360 --> 00:32:24.799
today I had some problems with my
00:32:24.799 --> 00:32:26.960
version control I had to revert my thing
00:32:26.960 --> 00:32:29.360
I threw all my local changes in a stash
00:32:29.360 --> 00:32:31.200
and it's it's a terrible mess let's look
00:32:31.200 --> 00:32:32.080
at stuff I
00:32:32.080 --> 00:32:37.519
tested already today before
00:32:37.519 --> 00:32:40.559
you got the battle board available
00:32:40.559 --> 00:32:43.760
let's find out first we'll load library
00:32:43.760 --> 00:32:45.760
it
00:32:45.760 --> 00:32:48.000
in fact actually your basic require
00:32:48.000 --> 00:32:57.440
should work
00:32:57.440 --> 00:33:00.480
no I can try load library
00:33:00.480 --> 00:33:02.640
you know what let's forg I'm just
00:33:02.640 --> 00:33:03.760
going to go ahead and give it to you as a
00:33:03.760 --> 00:33:04.960
lab beast
00:33:04.960 --> 00:33:09.919
since that's probably more fun to watch
00:33:09.919 --> 00:33:11.600
we'll take it from my own inet
00:33:11.600 --> 00:33:16.640
this is more likely to be healthy
00:33:16.640 --> 00:33:19.840
since only some of the time first we
00:33:19.840 --> 00:33:20.880
have to
00:33:20.880 --> 00:33:24.799
ctrl x alt I d m
00:33:24.799 --> 00:33:28.559
all right and having then loaded
00:33:28.559 --> 00:33:31.760
the init control u f9
00:33:31.760 --> 00:33:34.080
should give me the maps and we can
00:33:34.080 --> 00:33:35.200
verify
00:33:35.200 --> 00:33:37.200
things work in a basic way just by
00:33:37.200 --> 00:33:38.640
changing level
00:33:38.640 --> 00:33:43.200
let's look at something else
00:33:43.200 --> 00:33:46.399
I mentioned there were a number of
00:33:46.399 --> 00:33:47.360
bindings
00:33:47.360 --> 00:33:51.600
show them briefly we wrote our own
00:33:51.600 --> 00:33:54.080
functions to handle movement some of
00:33:54.080 --> 00:33:56.640
those in SVG.el the left
00:33:56.640 --> 00:33:59.679
left and right movements didn't
00:33:59.679 --> 00:34:02.640
didn't seem to work quite quite likely
00:34:02.640 --> 00:34:03.120
coding
00:34:03.120 --> 00:34:06.720
of course
00:34:06.720 --> 00:34:09.760
all right enough
00:34:09.760 --> 00:34:11.760
so let's let's see if battleboard works
00:34:11.760 --> 00:34:13.040
now
00:34:13.040 --> 00:34:15.760
I really thought that was on f7 up
00:34:15.760 --> 00:34:17.040
that's the character sheet
00:34:17.040 --> 00:34:19.679
sweet that's why you stay out of user
00:34:19.679 --> 00:34:24.879
bindings
00:34:24.879 --> 00:34:28.079
so that looks a little better
00:34:28.079 --> 00:34:33.919
so let's talk about the character sheet
00:34:33.919 --> 00:34:35.919
yeah
00:34:35.919 --> 00:34:38.000
so the character sheet was our first big
00:34:38.000 --> 00:34:39.839
repurposing
00:34:39.839 --> 00:34:42.560
of the engine that we couldn't do the
00:34:42.560 --> 00:34:44.159
battle board program
00:34:44.159 --> 00:34:53.599
that let's see if that runs now too
00:34:53.599 --> 00:35:00.880
it's not interactive if it does
00:35:00.880 --> 00:35:04.960
good
00:35:04.960 --> 00:35:08.480
no
00:35:08.480 --> 00:35:11.760
try let cemex guess no joy all right I'm
00:35:11.760 --> 00:35:13.040
not sure what's up with the battle board
00:35:13.040 --> 00:35:14.079
Erik
00:35:14.079 --> 00:35:15.280
we haven't messed with that one for a
00:35:15.280 --> 00:35:17.119
while in fact
00:35:17.119 --> 00:35:18.880
we had discussed using its code as an
00:35:18.880 --> 00:35:21.040
example so maybe we'll debug it with you
00:35:21.040 --> 00:35:22.640
I'll certainly check for questions
00:35:22.640 --> 00:35:25.359
first
00:35:25.359 --> 00:35:28.079
the so the character sheet which is
00:35:28.079 --> 00:35:31.280
not scaling ideally here
00:35:31.280 --> 00:35:35.680
see if reloading it does anything
00:35:35.680 --> 00:35:39.440
nope not as far as I can tell assuming
00:35:39.440 --> 00:35:40.960
you don't have this scale implemented
00:35:40.960 --> 00:35:42.800
for character sheet
00:35:42.800 --> 00:35:44.960
that's right there's everything in scale
00:35:44.960 --> 00:35:46.800
it take in order to get what you were
00:35:46.800 --> 00:35:54.079
looking at there
00:35:54.079 --> 00:35:58.640
all right this
00:35:58.640 --> 00:36:02.240
this whole thing is hard-coded
00:36:02.240 --> 00:36:05.440
basically to the gills except
00:36:05.440 --> 00:36:09.040
for things like this this program
00:36:09.040 --> 00:36:10.640
represents a re-implementation of the
00:36:10.640 --> 00:36:11.040
draw
00:36:11.040 --> 00:36:14.880
engine using all of the same things
00:36:14.880 --> 00:36:19.599
let's see that's selected so
00:36:19.599 --> 00:36:21.680
we'll just try bringing up a map
00:36:21.680 --> 00:36:23.119
again
00:36:23.119 --> 00:36:26.320
there's one and you'll notice dm
00:36:26.320 --> 00:36:28.560
map doesn't know anything about the new
00:36:28.560 --> 00:36:29.839
draw engine
00:36:29.839 --> 00:36:31.599
and there are a couple of places where
00:36:31.599 --> 00:36:33.520
the new draw engine is still
00:36:33.520 --> 00:36:36.480
hooked in to the s for example
00:36:36.480 --> 00:36:37.440
particularly
00:36:37.440 --> 00:36:39.680
the sizing of the graph paper background
00:36:39.680 --> 00:36:41.119
so I've started the work
00:36:41.119 --> 00:36:44.240
in dmdraw.el
00:36:44.240 --> 00:36:47.040
of trying to show how exactly we did
00:36:47.040 --> 00:36:47.440
this
00:36:47.440 --> 00:36:50.160
removing the how did we get data out of
00:36:50.160 --> 00:36:51.760
org mode that I talked about yesterday
00:36:51.760 --> 00:36:53.280
with our etl flows
00:36:53.280 --> 00:36:56.480
and just focusing on
00:36:56.480 --> 00:36:58.960
how did we solve the problem of
00:36:58.960 --> 00:37:00.160
predicated drawing
00:37:00.160 --> 00:37:01.839
which I realized we didn't really talk
00:37:01.839 --> 00:37:05.200
about so should I jump into that
00:37:05.200 --> 00:37:07.760
yeah I guess how are we on time we
00:37:07.760 --> 00:37:09.280
have time for detours
00:37:09.280 --> 00:37:11.359
yeah it looks like we could spend two
00:37:11.359 --> 00:37:12.800
or three minutes on that and then
00:37:12.800 --> 00:37:15.599
come back for the questions cool do
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
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
00:50:40.559 --> 00:50:44.160
oh maybe it's not in these
00:50:44.160 --> 00:50:50.079
I thought it was
00:50:50.079 --> 00:50:52.960
special probably yeah no there it is
00:50:52.960 --> 00:50:54.240
yeah
00:50:54.240 --> 00:50:56.000
it was in level change it does the table
00:50:56.000 --> 00:50:58.720
can you repeat okay great
00:50:58.720 --> 00:51:00.640
up and down so fast I didn't realize so
00:51:00.640 --> 00:51:01.920
this first table
00:51:01.920 --> 00:51:05.680
we've got path and what is that stairs
00:51:05.680 --> 00:51:08.800
so the stairs level is one that draws in
00:51:08.800 --> 00:51:10.079
like a pink color
00:51:10.079 --> 00:51:11.920
to highlight the places where you can
00:51:11.920 --> 00:51:13.440
change level
00:51:13.440 --> 00:51:15.200
and then if we scroll down to the second
00:51:15.200 --> 00:51:17.200
half of this section
00:51:17.200 --> 00:51:19.359
the second table is going to have all of
00:51:19.359 --> 00:51:20.960
these same tiles in it but
00:51:20.960 --> 00:51:22.800
instead of path and stairs we're going
00:51:22.800 --> 00:51:24.720
to have other
00:51:24.720 --> 00:51:27.920
columns can we
00:51:27.920 --> 00:51:31.680
see the next table
00:51:31.680 --> 00:51:33.839
there we go so the same tiles only here
00:51:33.839 --> 00:51:35.359
we've got overlay
00:51:35.359 --> 00:51:38.720
documentation and behavior and I guess
00:51:38.720 --> 00:51:40.319
we haven't talked about this at all the
00:51:40.319 --> 00:51:41.839
behavior column
00:51:41.839 --> 00:51:44.880
was our concept of a way that we could
00:51:44.880 --> 00:51:47.520
attach
00:51:47.520 --> 00:51:49.680
functions basically to these different
00:51:49.680 --> 00:51:51.359
areas of the map
00:51:51.359 --> 00:51:54.720
because sometimes when you enter an area
00:51:54.720 --> 00:51:57.760
we want it to do something like
00:51:57.760 --> 00:51:59.920
when you enter a stairs down maybe we
00:51:59.920 --> 00:52:02.319
want it to change to the next level
00:52:02.319 --> 00:52:04.559
and draw the stairs up behind you and
00:52:04.559 --> 00:52:06.160
draw you where you are
00:52:06.160 --> 00:52:09.200
on the next level so
00:52:09.200 --> 00:52:11.040
these are like hooks where we could
00:52:11.040 --> 00:52:12.240
attach functions
00:52:12.240 --> 00:52:16.400
or you know macros or whatever to
00:52:16.400 --> 00:52:18.480
make the map have these behaviors as we
00:52:18.480 --> 00:52:23.440
get further towards automation
00:52:23.440 --> 00:52:26.559
cool so that's that
00:52:26.559 --> 00:52:30.839
should be pretty close to our time
00:52:30.839 --> 00:52:33.920
questions or just say goodbye
00:52:33.920 --> 00:52:36.880
yeah so there's the I'm sorry we
00:52:36.880 --> 00:52:38.559
couldn't show it earlier there is the
00:52:38.559 --> 00:52:40.000
battle board
00:52:40.000 --> 00:52:44.240
and so this is used just to keep
00:52:44.240 --> 00:52:48.079
track of hit points so with this example
00:52:48.079 --> 00:52:49.319
battle board
00:52:49.319 --> 00:52:51.680
dmbattleboard.el there's there's a
00:52:51.680 --> 00:52:53.760
complete example of not only
00:52:53.760 --> 00:52:57.200
in a single file repub filling out the
00:52:57.200 --> 00:53:00.480
the cells and the tiles but then coming
00:53:00.480 --> 00:53:00.960
in
00:53:00.960 --> 00:53:04.640
and keeping the org mode file in sync
00:53:04.640 --> 00:53:05.280
with
00:53:05.280 --> 00:53:09.040
with clicks so and I can press the star
00:53:09.040 --> 00:53:12.319
key and set my damage to -1 and
00:53:12.319 --> 00:53:15.359
take the damage back off I just haven't
00:53:15.359 --> 00:53:16.400
spent a lot of time
00:53:16.400 --> 00:53:18.079
building up fancy bindings for this
00:53:18.079 --> 00:53:20.800
you'll also find that the crew
00:53:20.800 --> 00:53:23.119
probably find how I figure out what was
00:53:23.119 --> 00:53:23.839
clicked on
00:53:23.839 --> 00:53:26.880
in the code hard but if I just assign
00:53:26.880 --> 00:53:28.000
something recognizable
00:53:28.000 --> 00:53:33.520
for damage and then come into
00:53:33.520 --> 00:53:35.440
it will now have opened the org mode
00:53:35.440 --> 00:53:37.040
file behind the scenes because it's
00:53:37.040 --> 00:53:41.280
changing it
00:53:41.280 --> 00:53:44.640
and we can then look at that file a
00:53:44.640 --> 00:53:47.599
little bit and hopefully
00:53:47.599 --> 00:53:51.040
that is un
00:53:51.040 --> 00:53:53.440
large enough you can kind of see
00:53:53.440 --> 00:53:55.520
there's our 17 damage landed
00:53:55.520 --> 00:53:59.119
in armor the logic that sits behind that
00:53:59.119 --> 00:54:01.200
to figure out the part of the screen
00:54:01.200 --> 00:54:08.880
is not necessarily our finest work
00:54:08.880 --> 00:54:11.839
but it but it does work and it's
00:54:11.839 --> 00:54:12.319
one for
00:54:12.319 --> 00:54:14.000
the stuff was used on the map a little
00:54:14.000 --> 00:54:15.920
bit too we didn't really need to show
00:54:15.920 --> 00:54:17.520
that in the demo but as you're scrolling
00:54:17.520 --> 00:54:19.680
around there's like a highlighter
00:54:19.680 --> 00:54:22.960
that that you know we were drawing on
00:54:22.960 --> 00:54:24.720
shaft to show you which square you've
00:54:24.720 --> 00:54:26.160
got selected
00:54:26.160 --> 00:54:28.800
because we were having trouble with
00:54:28.800 --> 00:54:29.839
that code
00:54:29.839 --> 00:54:31.280
initially and we were sometimes
00:54:31.280 --> 00:54:36.839
revealing the wrong
00:54:36.839 --> 00:54:38.720
okay
00:54:38.720 --> 00:54:40.480
and I don't know how we're set for time
00:54:40.480 --> 00:54:42.160
but I just saw a message
00:54:42.160 --> 00:54:44.400
from trixie that she could jump on if
00:54:44.400 --> 00:54:46.480
we want her oh that would be amazing
00:54:46.480 --> 00:54:47.920
yeah go ahead and invite her in I'll
00:54:47.920 --> 00:54:51.680
just cut to the scene as soon as she's
00:54:51.680 --> 00:54:56.160
I in yeah so we're reaching the ask
00:54:56.160 --> 00:54:56.799
me any
00:54:56.799 --> 00:54:58.960
anything portion of the program here
00:54:58.960 --> 00:55:01.200
with what with what time we have left
00:55:01.200 --> 00:55:02.559
for your questions
00:55:02.559 --> 00:55:05.200
please correct me if we're still like
00:55:05.200 --> 00:55:06.160
10 minutes
00:55:06.160 --> 00:55:08.799
you know if we're if we're more than
00:55:08.799 --> 00:55:10.000
like
00:55:10.000 --> 00:55:12.640
15 to 20 minutes from our time but I I
00:55:12.640 --> 00:55:13.760
suspect we've less weight
00:55:13.760 --> 00:55:16.640
left way less than that and out of
00:55:16.640 --> 00:55:17.440
respect for
00:55:17.440 --> 00:55:24.319
all the other presenters
00:55:24.319 --> 00:55:28.720
oh I don't want to close that actually
00:55:28.720 --> 00:55:30.640
I think I may have found an old version
00:55:30.640 --> 00:55:32.839
of my slides that could have some good
00:55:32.839 --> 00:55:35.200
stuff
00:55:35.200 --> 00:55:36.799
it's been an event for a couple of weeks
00:55:36.799 --> 00:55:38.799
here I had a break in and
00:55:38.799 --> 00:55:41.359
my somebody got into our bank accounts
00:55:41.359 --> 00:55:43.599
and
00:55:43.599 --> 00:55:46.880
nasty business just a lot going on over
00:55:46.880 --> 00:55:50.720
over this whole year I think
00:55:50.720 --> 00:55:53.040
do we have more questions to shag or
00:55:53.040 --> 00:55:53.839
where
00:55:53.839 --> 00:55:56.960
sure so I think
00:55:56.960 --> 00:55:58.799
there was at least one we deferred a
00:55:58.799 --> 00:56:01.040
little bit what the game
00:56:01.040 --> 00:56:05.040
is
00:56:05.040 --> 00:56:06.799
always eight characters that can be
00:56:06.799 --> 00:56:08.400
divided right that's so always eight
00:56:08.400 --> 00:56:10.000
characters that can be divided between
00:56:10.000 --> 00:56:12.160
the party is the classic formula
00:56:12.160 --> 00:56:14.319
it actually works pretty well for a
00:56:14.319 --> 00:56:16.240
conversational group remember that
00:56:16.240 --> 00:56:17.760
role-playing games are about talking to
00:56:17.760 --> 00:56:18.480
each other
00:56:18.480 --> 00:56:20.000
and being good at them is about taking
00:56:20.000 --> 00:56:22.079
excellent notes so
00:56:22.079 --> 00:56:23.200
when you're sitting around with a group
00:56:23.200 --> 00:56:24.559
of people and you're going to have to
00:56:24.559 --> 00:56:25.920
wait for them while they dig through
00:56:25.920 --> 00:56:26.880
their notes
00:56:26.880 --> 00:56:28.720
and listen to all of the things they
00:56:28.720 --> 00:56:30.319
find interesting to say
00:56:30.319 --> 00:56:32.240
and try to reach an imaginative place
00:56:32.240 --> 00:56:34.160
that you can stay together
00:56:34.160 --> 00:56:36.160
while you're doing all that and working
00:56:36.160 --> 00:56:38.319
in dice and remembering the rules
00:56:38.319 --> 00:56:40.880
it's actually a complicated activity I
00:56:40.880 --> 00:56:43.200
liken it more to a bridge game
00:56:43.200 --> 00:56:46.240
than to like
00:56:46.240 --> 00:56:48.960
you know parcheesi or perhaps even like
00:56:48.960 --> 00:56:51.359
risk or access and allies or other games
00:56:51.359 --> 00:56:52.160
that
00:56:52.160 --> 00:56:54.319
have have definitely the strategy to
00:56:54.319 --> 00:56:56.160
them but
00:56:56.160 --> 00:57:00.160
I don't Erik your thoughts
00:57:00.160 --> 00:57:03.920
yeah I mean I think that's fair
00:57:03.920 --> 00:57:06.640
you know yes definitely the the
00:57:06.640 --> 00:57:08.160
tradition is to always have eight
00:57:08.160 --> 00:57:09.440
characters in the party
00:57:09.440 --> 00:57:12.079
and you know one of the great things
00:57:12.079 --> 00:57:13.760
about Dungeon is that everybody who
00:57:13.760 --> 00:57:15.200
writes their own Dungeon
00:57:15.200 --> 00:57:18.000
gets to write their own rules and is
00:57:18.000 --> 00:57:19.440
free to change whatever
00:57:19.440 --> 00:57:21.760
you want and that being said I've
00:57:21.760 --> 00:57:22.720
certainly seen
00:57:22.720 --> 00:57:25.839
people try to take on challenging that
00:57:25.839 --> 00:57:28.079
always eight characters in a party
00:57:28.079 --> 00:57:30.640
thing I've seen people take
00:57:30.640 --> 00:57:32.640
approaches like every player gets two
00:57:32.640 --> 00:57:34.640
characters and then you can have a party
00:57:34.640 --> 00:57:36.319
ranging from two to ten
00:57:36.319 --> 00:57:38.079
or there's always going to be ten or
00:57:38.079 --> 00:57:40.000
there's you know this or that or people
00:57:40.000 --> 00:57:43.200
have tried stuff and none of it has
00:57:43.200 --> 00:57:45.280
really worked out very satisfactorily we
00:57:45.280 --> 00:57:45.839
always
00:57:45.839 --> 00:57:48.319
seem to keep coming back to our party
00:57:48.319 --> 00:57:49.680
of eight
00:57:49.680 --> 00:57:54.160
yeah it's I I I I it's one of the things
00:57:54.160 --> 00:57:55.839
Dungeon that you can't change when you
00:57:55.839 --> 00:57:57.359
write your own Dungeon
00:57:57.359 --> 00:57:58.720
and that's the reason it's so
00:57:58.720 --> 00:58:00.960
complicated as a as a software
00:58:00.960 --> 00:58:03.119
project why it's taken us decades
00:58:03.119 --> 00:58:04.559
because
00:58:04.559 --> 00:58:08.000
trying to model the data for example or
00:58:08.000 --> 00:58:11.280
really any attempt to
00:58:11.280 --> 00:58:14.160
quantify it in specific terms always
00:58:14.160 --> 00:58:15.680
falls to examples
00:58:15.680 --> 00:58:18.880
well you know Dungeons usually have
00:58:18.880 --> 00:58:22.079
elves dwarves and humans they have
00:58:22.079 --> 00:58:25.280
priests wizards and warriors they
00:58:25.280 --> 00:58:27.599
have eight characters in the party
00:58:27.599 --> 00:58:30.000
the bell rocks are particularly nasty
00:58:30.000 --> 00:58:31.680
and live in a room of some
00:58:31.680 --> 00:58:35.119
specific shape spoilers
00:58:35.119 --> 00:58:38.319
right and we don't tell you the rules
00:58:38.319 --> 00:58:39.520
and that's what you know
00:58:39.520 --> 00:58:40.960
and you sit down at the table and you
00:58:40.960 --> 00:58:42.640
say what's your character name and
00:58:42.640 --> 00:58:44.480
what's your special power
00:58:44.480 --> 00:58:48.400
and and then I say I
00:58:48.400 --> 00:58:51.599
I I'm zelda and
00:58:51.599 --> 00:58:53.839
I I have this bridge that I can put down
00:58:53.839 --> 00:58:56.000
that always gets me across the river
00:58:56.000 --> 00:58:59.040
so let's touch on special power real
00:58:59.040 --> 00:58:59.359
quick
00:58:59.359 --> 00:59:01.119
since that's one of the things that is
00:59:01.119 --> 00:59:03.280
kind of unique to Dungeon
00:59:03.280 --> 00:59:06.160
and one of the things that is the
00:59:06.160 --> 00:59:06.720
biggest
00:59:06.720 --> 00:59:08.960
challenge to us in trying to code a
00:59:08.960 --> 00:59:10.240
system like this for
00:59:10.240 --> 00:59:13.200
automated play and that's that every
00:59:13.200 --> 00:59:14.319
character gets a
00:59:14.319 --> 00:59:17.119
unique special power and traditionally
00:59:17.119 --> 00:59:18.000
you negotiate
00:59:18.000 --> 00:59:19.520
your special power with the Dungeon
00:59:19.520 --> 00:59:21.839
master when you create your character
00:59:21.839 --> 00:59:24.079
and occasionally throughout the course
00:59:24.079 --> 00:59:25.839
of the character's life their special
00:59:25.839 --> 00:59:27.359
power might change
00:59:27.359 --> 00:59:29.920
due to game circumstances usually it
00:59:29.920 --> 00:59:33.280
improves but sometimes not
00:59:33.280 --> 00:59:34.960
and that's those are the most fun
00:59:34.960 --> 00:59:36.960
conversations right sometimes we have
00:59:36.960 --> 00:59:39.440
fun gaming sessions where we barely get
00:59:39.440 --> 00:59:41.760
all the characters created and started
00:59:41.760 --> 00:59:43.680
because we get off into arguing about
00:59:43.680 --> 00:59:45.440
the special powers no zelda special
00:59:45.440 --> 00:59:48.319
powers obviously the candle come on
00:59:48.319 --> 00:59:53.359
also that was link not zelda
00:59:53.359 --> 00:59:56.240
I still have my t-shirt hey there she is
00:59:56.240 --> 01:00:01.440
let's cut scene
01:00:01.440 --> 01:00:05.839
you get video fun filters today because
01:00:05.839 --> 01:00:07.359
that's what we got going on over here
01:00:07.359 --> 01:00:08.799
today all right I'm going to recut
01:00:08.799 --> 01:00:18.079
everybody hang on tight
01:00:18.079 --> 01:00:20.799
all right there's Erik this is going to be
01:00:20.799 --> 01:00:23.200
Erik for a second hope
01:00:23.200 --> 01:00:25.200
no worries. welcome to the welcome to
01:00:25.200 --> 01:00:27.440
the stream trixie horror
01:00:27.440 --> 01:00:30.960
who is
01:00:30.960 --> 01:00:32.720
one of our project team members
01:00:32.720 --> 01:00:34.559
somebody who's learning Emacs as part of
01:00:34.559 --> 01:00:35.440
the project
01:00:35.440 --> 01:00:38.480
and yeah I
01:00:38.480 --> 01:00:40.720
I I particularly wanted to invite you on
01:00:40.720 --> 01:00:42.160
to talk about your experience learning
01:00:42.160 --> 01:00:42.640
Emacs
01:00:42.640 --> 01:00:44.640
I think you have run into places
01:00:44.640 --> 01:00:46.799
where it's a pain in the butt to learn Emacs
01:00:46.799 --> 01:00:47.839
and that this is a safe
01:00:47.839 --> 01:00:56.000
space to talk about that
01:00:56.000 --> 01:01:00.640
TRIXIE: I'll jump into that by saying the Emacs cheat sheet,
01:01:00.640 --> 01:01:03.680
I think it's the one that GNU puts out,
01:01:03.680 --> 01:01:06.559
is a lifesaver.
01:01:06.559 --> 01:01:09.440
A little bit of a vocabulary disconnect.
01:01:09.440 --> 01:01:13.359
This actually kind of comes up a lot
01:01:13.359 --> 01:01:15.200
in conversation with Corwin and Erik and
01:01:15.200 --> 01:01:18.000
I but copy paste versus
01:01:18.000 --> 01:01:21.920
what yank and w
01:01:21.920 --> 01:01:27.920
whatever w
01:01:27.920 --> 01:01:30.000
why would you even do that to us right
01:01:30.000 --> 01:01:31.200
where where were you
01:01:31.200 --> 01:01:33.359
when zero's park happened no I I
01:01:33.359 --> 01:01:38.480
understand that makes sense what else
01:01:38.480 --> 01:01:39.520
I mean you don't have to sit here and
01:01:39.520 --> 01:01:41.440
rag on Emacs but we're here for that
01:01:41.440 --> 01:01:43.119
that's all I'm saying
01:01:43.119 --> 01:01:46.799
TRIXIE: No, I'm like that's been the biggest thing.
01:01:46.799 --> 01:01:52.799
I'm used to the very binary nature, like, nope that didn't work.
01:01:52.799 --> 01:01:53.839
Try something else.
01:01:53.839 --> 01:01:59.200
So as long as you're willing to try other stuff,
01:01:59.200 --> 01:02:02.880
Emacs will be fine.
01:02:02.880 --> 01:02:06.559
it's a tough cookie I can take it
01:02:06.559 --> 01:02:08.960
worst thing that happens is you have to
01:02:08.960 --> 01:02:11.119
really install it
01:02:11.119 --> 01:02:13.520
throw your ignite file that you
01:02:13.520 --> 01:02:19.920
hopefully have a backup of
01:02:19.920 --> 01:02:21.520
all right fine
01:02:21.520 --> 01:02:24.640
ERIK: Are there more questions in the hopper?
01:02:24.640 --> 01:02:26.480
yeah if anybody does have any questions
01:02:26.480 --> 01:02:27.680
up there
01:02:27.680 --> 01:02:29.839
for hope for Erik or I so just to
01:02:29.839 --> 01:02:32.000
summarize I've known Erik
01:02:32.000 --> 01:02:34.240
I've known Erik my whole life I've known
01:02:34.240 --> 01:02:36.160
hope around a decade we
01:02:36.160 --> 01:02:39.599
worked together on a project for
01:02:39.599 --> 01:02:44.559
for a science fiction convention yeah
01:02:44.559 --> 01:02:46.880
we got conventions and then I also
01:02:46.880 --> 01:02:48.960
helped with I just wrote a bio
01:02:48.960 --> 01:02:50.799
so this should like all theoretically be
01:02:50.799 --> 01:02:53.599
in my head right
01:02:53.599 --> 01:02:58.079
I want I refer to my own bio
01:02:58.079 --> 01:03:00.160
I'm the project coordinator for Dungeon
01:03:00.160 --> 01:03:10.799
mode
01:03:10.799 --> 01:03:14.000
that's nice
01:03:14.000 --> 01:03:16.400
we've gotten a ton of support from a lot
01:03:16.400 --> 01:03:18.000
of our lifelong friends people
01:03:18.000 --> 01:03:20.480
and also people that we just met maybe
01:03:20.480 --> 01:03:22.319
that's a that's a great segue
01:03:22.319 --> 01:03:25.039
do throw your questions in there I'm
01:03:25.039 --> 01:03:26.400
going to fill for just a second and then
01:03:26.400 --> 01:03:27.839
we'll probably cut away
01:03:27.839 --> 01:03:32.319
but
01:03:32.319 --> 01:03:34.960
I mean thematically actually that's
01:03:34.960 --> 01:03:36.319
that's too abrupt so we need to go
01:03:36.319 --> 01:03:37.200
around the room
01:03:37.200 --> 01:03:39.119
Erik you had hours and hours to rehearse
01:03:39.119 --> 01:03:40.720
hope kind of jumped in on the last
01:03:40.720 --> 01:03:41.359
minute
01:03:41.359 --> 01:03:43.520
so let's let's is it okay to pick on you
01:03:43.520 --> 01:03:46.319
or do you want me to give mine
01:03:46.319 --> 01:03:48.880
to what are you asking me to do what
01:03:48.880 --> 01:03:50.000
do you what do you want people to take
01:03:50.000 --> 01:03:51.359
away from this talk
01:03:51.359 --> 01:03:54.240
you know as we think about Dungeon and
01:03:54.240 --> 01:03:55.280
sharing it's
01:03:55.280 --> 01:03:57.520
sharing its tradition as we think about
01:03:57.520 --> 01:03:58.799
learning Emacs
01:03:58.799 --> 01:04:02.799
and like making that awesome
01:04:02.799 --> 01:04:04.880
and just you know generally what's up
01:04:04.880 --> 01:04:07.599
with free software and trying to make
01:04:07.599 --> 01:04:12.480
computers a tool to make people freer
01:04:12.480 --> 01:04:15.200
wow that's like five questions yeah so
01:04:15.200 --> 01:04:15.920
I'm going to start
01:04:15.920 --> 01:04:18.960
with jumping I think
01:04:18.960 --> 01:04:22.240
that Dungeon is a lot of fun and
01:04:22.240 --> 01:04:25.359
you know I'm I've played many
01:04:25.359 --> 01:04:27.599
commercial role-playing games over the
01:04:27.599 --> 01:04:28.480
years
01:04:28.480 --> 01:04:31.680
and I've enjoyed all of them and there
01:04:31.680 --> 01:04:32.000
are
01:04:32.000 --> 01:04:34.720
very few of them that I've had as many
01:04:34.720 --> 01:04:36.319
belly laughs and as much
01:04:36.319 --> 01:04:40.160
just joy playing as from Dungeon
01:04:40.160 --> 01:04:42.799
and I think you know the magic of it is
01:04:42.799 --> 01:04:43.280
you know
01:04:43.280 --> 01:04:45.520
like any game like the real magic is the
01:04:45.520 --> 01:04:47.200
people you play with and having fun with
01:04:47.200 --> 01:04:49.599
your friends
01:04:49.599 --> 01:04:51.280
and what I would hope that people can
01:04:51.280 --> 01:04:53.440
take away from is that Dungeon has the
01:04:53.440 --> 01:04:55.920
ability to be that magical thing
01:04:55.920 --> 01:04:59.280
and hopefully we can get our project to
01:04:59.280 --> 01:05:00.000
the point
01:05:00.000 --> 01:05:02.160
where it gets out of the way and lets
01:05:02.160 --> 01:05:04.960
you have that fun with your friends
01:05:04.960 --> 01:05:07.200
but there's a lot of work to do we
01:05:07.200 --> 01:05:08.240
could use some help
01:05:08.240 --> 01:05:10.880
so if you're interested in having fun
01:05:10.880 --> 01:05:20.960
come help us build this fun tool
01:05:20.960 --> 01:05:22.319
all right so I just got the call that
01:05:22.319 --> 01:05:24.079
we've got just about two to three
01:05:24.079 --> 01:05:25.039
minutes left
01:05:25.039 --> 01:05:28.160
and we should start our wrap-up
01:05:28.160 --> 01:05:31.440
okay wrap up so
01:05:31.440 --> 01:05:34.240
yeah so I'll I'll see if I can charge
01:05:34.240 --> 01:05:35.920
the room with some energy unless you're
01:05:35.920 --> 01:05:38.480
ready to have at it hope
01:05:38.480 --> 01:05:40.720
here here's here's what I want people to
01:05:40.720 --> 01:05:42.799
take away
01:05:42.799 --> 01:05:47.039
were you like no okay
01:05:47.039 --> 01:05:53.599
I'm not getting your audio hope
01:05:53.599 --> 01:05:55.839
it's okay on my end maybe I just need to
01:05:55.839 --> 01:05:57.359
speak up
01:05:57.359 --> 01:05:58.880
is this better let me know when I'm
01:05:58.880 --> 01:06:00.640
coming through yeah you're coming
01:06:00.640 --> 01:06:01.680
through now
01:06:01.680 --> 01:06:05.359
okay cool oh no I
01:06:05.359 --> 01:06:08.799
was going to say go ahead I didn't okay
01:06:08.799 --> 01:06:10.559
I mean I I don't know that I know what I
01:06:10.559 --> 01:06:12.880
want to say either except a whole ton of
01:06:12.880 --> 01:06:13.599
thank yous
01:06:13.599 --> 01:06:16.480
so I will I will save those for the for
01:06:16.480 --> 01:06:17.200
the literal
01:06:17.200 --> 01:06:20.880
end here and instead
01:06:20.880 --> 01:06:24.160
what I would say is as we build
01:06:24.160 --> 01:06:27.839
our amazing innovations and
01:06:27.839 --> 01:06:32.160
explore our ideas in Emacs
01:06:32.160 --> 01:06:35.119
we are fighting our own ego for the will
01:06:35.119 --> 01:06:36.079
to get them done
01:06:36.079 --> 01:06:37.680
it's hard and we're not sure if they're
01:06:37.680 --> 01:06:38.960
going to be a good idea and will it
01:06:38.960 --> 01:06:40.000
excite people and part of our
01:06:40.000 --> 01:06:41.680
responsibility is to excite people so
01:06:41.680 --> 01:06:43.440
that they can feel good about liking
01:06:43.440 --> 01:06:44.240
them
01:06:44.240 --> 01:06:45.680
if you come off and you're like hey this
01:06:45.680 --> 01:06:47.359
is a terrible idea it's really hard to
01:06:47.359 --> 01:06:47.920
be like
01:06:47.920 --> 01:06:49.760
no I love that idea it works
01:06:49.760 --> 01:06:51.200
theatrically but
01:06:51.200 --> 01:06:55.680
in larger groups may not scale
01:06:55.680 --> 01:06:58.400
so that's a crucible for ideas and a
01:06:58.400 --> 01:07:00.400
crucible for teams
01:07:00.400 --> 01:07:03.280
the first part is definitely healthy the
01:07:03.280 --> 01:07:04.240
second part
01:07:04.240 --> 01:07:07.440
there's a lot we can we can do you know
01:07:07.440 --> 01:07:08.640
having upfront
01:07:08.640 --> 01:07:10.880
and and and good faith conversations on
01:07:10.880 --> 01:07:15.440
that subject
01:07:15.440 --> 01:07:17.520
anybody else wanted I want to weigh it
01:07:17.520 --> 01:07:19.119
in after that sorry that that was more
01:07:19.119 --> 01:07:23.200
of a calm down than a then a fire out
01:07:23.200 --> 01:07:27.280
oh that's okay
01:07:27.280 --> 01:07:29.280
I mean the first part of this but I
01:07:29.280 --> 01:07:30.960
think
01:07:30.960 --> 01:07:32.960
we would be remiss not to highlight org
01:07:32.960 --> 01:07:34.880
mode a little bit
01:07:34.880 --> 01:07:37.839
yeah like that's that's our bread and
01:07:37.839 --> 01:07:38.480
butter
01:07:38.480 --> 01:07:40.240
yeah our whole project is built on org
01:07:40.240 --> 01:07:42.720
mode right and I'm just really excited
01:07:42.720 --> 01:07:46.240
because like I have I don't have adhd
01:07:46.240 --> 01:07:49.680
but I have like something similar and so
01:07:49.680 --> 01:07:51.119
like to know that there's something that
01:07:51.119 --> 01:07:54.880
exists that is like purely hierarchical
01:07:54.880 --> 01:07:57.760
is incredible like I can just run a
01:07:57.760 --> 01:07:58.559
report
01:07:58.559 --> 01:08:01.839
basically and get all of my like
01:08:01.839 --> 01:08:03.839
to-do lists that I didn't have to put in
01:08:03.839 --> 01:08:05.760
one specific place
01:08:05.760 --> 01:08:10.559
and like that's kind of been
01:08:10.559 --> 01:08:14.559
a complex issue for me of like
01:08:14.559 --> 01:08:16.480
okay I have all these to-do lists like
01:08:16.480 --> 01:08:18.080
in google keep or whatever like what do
01:08:18.080 --> 01:08:18.319
I
01:08:18.319 --> 01:08:20.719
do with them now so being able to like
01:08:20.719 --> 01:08:21.359
pull them
01:08:21.359 --> 01:08:24.400
into one list and then just cycle
01:08:24.400 --> 01:08:26.640
through them is really incredible
01:08:26.640 --> 01:08:30.239
and I think taking a Dungeon and
01:08:30.239 --> 01:08:34.480
like using it to
01:08:34.480 --> 01:08:35.839
like combining it with org mode
01:08:35.839 --> 01:08:37.759
basically
01:08:37.759 --> 01:08:41.040
really yeah I'm excited about it I'm
01:08:41.040 --> 01:08:42.560
excited to see like what it can do for
01:08:42.560 --> 01:08:44.159
player groups
01:08:44.159 --> 01:08:47.759
yeah especially
01:08:47.759 --> 01:08:50.319
like I was excited about Dungeon mode
01:08:50.319 --> 01:08:52.319
before the pandemic and now like I'm
01:08:52.319 --> 01:08:53.920
only more enthusiastic
01:08:53.920 --> 01:08:57.120
so yeah definitely the pandemic has
01:08:57.120 --> 01:08:58.400
been the greatest thing that happened to
01:08:58.400 --> 01:08:59.120
this game
01:08:59.120 --> 01:09:02.080
terrible terrible as it is to say that
01:09:02.080 --> 01:09:02.640
it
01:09:02.640 --> 01:09:05.120
if we needed a hobby and it turns out
01:09:05.120 --> 01:09:06.719
role-playing games are
01:09:06.719 --> 01:09:11.279
a really good fit
01:09:11.279 --> 01:09:13.839
so so I think that's probably about
01:09:13.839 --> 01:09:14.799
our time
01:09:14.799 --> 01:09:18.560
I'm guessing that's my call and
01:09:18.560 --> 01:09:21.759
thank you very much thank you
01:09:21.759 --> 01:09:23.120
everybody
01:09:23.120 --> 01:09:25.679
we'll be around for discord and stuff
01:09:25.679 --> 01:09:31.759
later come catch us if you want to talk
|