diff --git a/slides/content/hack.tex b/slides/content/hack.tex index 5657273535fd099f0680a93c4d83cba5d9bdad92..3b2fe8bf5d3de1bb854f1e704e659e3d583e24ed 100644 --- a/slides/content/hack.tex +++ b/slides/content/hack.tex @@ -161,6 +161,27 @@ \end{frame} \section{Examples} + + \begin{frame}{Medieval TBS} + \begin{center} + \includegraphics[width=0.8\textwidth]{medieval} + \end{center} + \end{frame} + + \begin{frame}{Medieval TBS} + \begin{columns} + \begin{column}{0.5\textwidth} + \includegraphics[width=\textwidth]{medieval} + \end{column} + \begin{column}{0.5\textwidth} + \begin{itemize}[<+->] + \item Fairly conventional + \item Build on resources for turnly income + \item Civilians, archers, and knights + \end{itemize} + \end{column} + \end{columns} + \end{frame} \begin{frame}{Hexxagon} \begin{center} @@ -227,6 +248,26 @@ } \end{frame} +\begin{frame}{Your Turn} + \begin{itemize}[<+->] + \item This is what \textbf{we} did + \item Demonstrates \textbf{some} of what can be achieved + \item Your job is to make \textbf{interesting} games + \begin{itemize} + \item Push the \textbf{limits} of the engine + \item Not a re-skinned TBS with \textbf{no} new mechanics + \item That have a reasonable design space for tuning + \end{itemize} + \item Do not get hung up on graphics + \begin{itemize} + \item Medieval game used a \textbf{single} set of assets designed for hexagons + \item Hexxagon and AVP used single colour tiles and basic images + \item Rules and interesting play are more \textbf{important} + \item Graphics serve to \textbf{distinguish} between different units + \end{itemize} + \end{itemize} +\end{frame} + \section{Design Patterns} \begin{frame}{Design Patterns} \begin{itemize}[<+->] diff --git a/slides/images/medieval.png b/slides/images/medieval.png new file mode 100644 index 0000000000000000000000000000000000000000..f00f1b7a8d01aca94893fe3d4587cd839c5df1bc Binary files /dev/null and b/slides/images/medieval.png differ