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@ -59,7 +59,7 @@ Back to the Example: Drones vs. Humans
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Ok, let's go back to our running example, project ``arctic-lemming`` from Part 1. We created cards for playtesting, but we never put down the faction for each card. That's a good candidate for an icon.
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Let's get some stock icons for this exercise. For this example, I went to http://game-icons.net. I set my foreground color to black, and background to white. I then downloaded "auto-repair.svg" and "backup.svg". I'm choosing not to rename the files so that I can find them again on the website if I need to. (If you want to know how to do this process DIRECTLY from Ruby, and not going to the website, check out my *other* Ruby gem called `game_icons <https://github.com/andymeneely/game_icons>`_ - it's tailor-made for Squib!)
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Let's get some stock icons for this exercise. For this example, I went to http://game-icons.net. I set my foreground color to black, and background to white. I then downloaded "auto-repair.svg" and "backup.svg". I'm choosing not to rename the files so that I can find them again on the website if I need to. (If you want to know how to do this process DIRECTLY from Ruby, and not going to the website, check out my *other* Ruby gem called `game_icons <https://github.com/andymeneely/game_icons>`_ - it's tailor-made for Squib!)
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When we were brainstorming our game, we placed one category of icons in a single column ("faction"). Presumably, one would want the faction icon to be in the same place on every card, but a different icon depending on the card's faction. There are a couple of ways of accomplishing this in Squib. First, here some less-than-clean ways of doing it::
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@ -115,7 +115,7 @@ At this point, we've got a very scalable design for our future iterations. Let's
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Why Ruby+YAML+Spreadsheets Works
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--------------------------------
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In software design, a "good" design is one where the problem is broken down into a set of easier duties that each make sense on their own, where the interaction between duties is easy, and where to place new responsbilities is obvious.
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In software design, a "good" design is one where the problem is broken down into a set of easier duties that each make sense on their own, where the interaction between duties is easy, and where to place new responsibilities is obvious.
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In Squib, we're using automation to assist the prototyping process. This means that we're going to have a bunch of decisions and responsibilities, such as:
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@ -144,9 +144,21 @@ Icons for Some, But Not All, Cards
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to be written
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Method 1: Ruby Array#map
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------------------------
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Method 2: Use Layouts
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---------------------
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Methods 3: Use range
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One Column per Icon
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-------------------
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.. note::
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to be written
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Don't Forget Unicode Icons
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--------------------------
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@ -1,4 +1,12 @@
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The Squib Way pt 3: Workflows
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===============================
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To be written.
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.. warning::
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To be written.
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* Build groups: color vs. black-and-white
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* Splitting out decks into different files
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* Setting up rake tasks
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* Switch from built-in layouts to your own layout
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* Launch what you need with Launchy
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@ -0,0 +1,18 @@
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The Squib Way pt 4: Leveraging Ruby
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===================================
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.. warning::
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To be written.
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This part is about cataloging some powerful things you can do if you're willing to write some Ruby.
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* Modifying XML at runtime (e.g. convert to black-and-white from color)
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* Using Travis to build and then post to something like Dropbox
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* Scaling the size of text based on its contents
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* Advanced Array techniques: inject, transpose, map, join (use the pre-req example)
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* Building newlines yourself (i.e. with your own placeholder like "%n" in Your Last Heist)
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* Summarization card backs for Your Last Heist as an example
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* "Lacks" string for Your Last Heist
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* Rules doc written in Markdown
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@ -1,12 +1,13 @@
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Squib + Git
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===========
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.. note::
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.. warning::
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To be written
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Ideas:
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* .gitignore
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* Workflow
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* Tracking binary data (show json method)
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* Snippet about "what's changed"
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Loading…
Reference in New Issue