 Hi, I'm Thera and I'm an outreach intern working with Murray. My project is creating designs for the community outreach revamp and that's pretty much what I've been doing this summer. I'm a computer science student and I'm passionate about cats, anime and occasionally politics. I always wanted to pursue creative profession which is how I found myself contributing to Fedora's design theme. I'm interested in graphic design development and FCI and eventually I'd like to find myself doing something which involves a combination of all three. Today we're going to be talking about creating work adventure maps for Fedora and on this slide I pretty much listed everything I'll be talking about today. To start off, what are work adventure maps? If you've been hanging around, you've probably visited Fedora Museum in one of the socials and if you haven't, I've inserted pictures of it here. That is a work adventure map. Work adventure maps are basically customizable and interactive 8-bit maps where you can create an 8-bit character for yourself and move around and interact with other 8-bit characters. Why would you want to use a custom 8-bit map? They basically make for a fun and interesting social experience where you can run into people like you would do in real life and connect with them when you're in close proximity and it has this game-like vibe so that makes it fun. It's great for informal meetings and just in general socializing because you can meet new people and also the people you know and you can all just roam around, run into people and play with the map. Apart from the museum map this time, the F-34 release party also used work adventure maps for its hallway track. We had five work adventure maps there which were made by Outrishi contributors. I was one of them and I worked on this map as well. Basically, if you've been there you know that these are really nice for conferences, socializing in conferences, in general social events and they can add some excitement because since there's a lot of Zoom fatigue and people get tired of it so this is something new and exciting and you can create something fresh each time and for remote interaction when you're concerned with an international event this is pretty cool. The next three points that I mentioned here that is how these are created, what tools are used and the process behind the Fedora Museum is what I'll be talking about for the rest of this talk and although this is not a hands-on session I'll kind of be treating the Fedora Museum like a case study here and I'll be talking about things with reference to the Fedora Museum and how we came up with that. So I'll get started now. First, we need to have a look at the tools that will be used and why we use them. So the tools that are involved here are work adventure, tiled map editor and the third bullet point which has a couple of options is actually optional but we'll come to that later. So work adventure is where the map that you will be creating will be hosted. Basically work adventure will be adding the functionality to the map like you made the map, you put all the art there but the characters that will be moving on there and the different effects like collisions and areas like just-you-meets problems all that is happens through work adventures platform. The tiled map editor is where you'll be defining everything that can be seen like you'll be putting the artwork there and you'll be adding like all the effects that are there on work adventure like the tiled map editor so everything is defined on here but it becomes functional on work adventure and the third thing also like work adventure has its own templates but if you want to customize your map in any way that is when you'll be using tiled and the third bullet point is a couple of options for coming up with this pixel art. So obviously the map is like so it uses everything that is there on the museum app for example is customer pixel art so that is needed like if you want to go for a more personalized feel if you want to add some custom art that is when you'll be using these tools. Pistol is only for creating pixel art and Kritaak has like other use cases as well but it can be used for this and if you want to add some custom art but you don't want to come with it yourself you can also visit websites like itch.io where you can get tile sets and basically you can get the pixel art but you don't have to make it so but the thing with itch.io is that the artists on there usually either charge or they need their work to be credited so if like someone visits itch.io they should take care of that on here Piscale and Kritaak both free and open source and so is the tiled map editor. So now we can get started with our case study bit so since like this was a design process we started with ideation the ideas that we were considering for the map for Nest were a party in the sky which would have things like clouds and then aeroplane vibe going because like travel and conferences we wanted to have that going. The second idea was having an outdoor event the third was a fedora theme park and the one we finally went for was the fedora museum. So after he finalized our idea we came up with a little map a drawing of what we'd want to be to see there so this is the no this is not the first this is the second map that we came up with the first map looks slightly rougher than this this is what this was very made by design neater and she added more stuff so this is that and if I show you like in the coming slides you can see the map in how it looked in the map editor and this pretty much did translate so you can like pretty much draw something and translate it like the way you want it to look so going through a nice design phase is good here then since we are using all these tools there is some set up required I think the tricky bit when it comes to the setup is work adventure because like that is where you're pushing the changes so but work adventure has their process pretty well documented on their website so it's not all that difficult they have like a step-by-step thing so it's actually pretty easy to follow along in a natural order afterwards you have to use their template repository from data and you have to set up data pages on it by going to settings and then you go to ghpages and you set the source for the ghpages branch like it's pretty simple it's just a bunch of steps then you're going to need the tiled map editor which you'll have to download and when you create a map on tile to make it compatible with work adventure you have to take care of some settings your so each time you create a new map you need to define certain parameters so in this case the orientation of the tiles has to be orthogonal and the size has to be 32 pixels by 32 pixels apart from this if you're making custom artwork using Piscala Krita you should ensure that the art is compatible with the map and we can come to that later now i'll be talking about how you use all these three things like because you when you actually start making the map you won't be using like you won't make all the art first and then put it it's on a very neat process you'll be doing it in phases so all these three steps happen simultaneously so the first thing we're going to be discussing is creating the pixel art and first of all this is a lot of fun the second thing is about keeping it compatible with the map so thing is that since the tiles to make it compatible with work adventure have to be 32 pixels by 32 pixels that means the tiles of your art your art should basically be the width and the height should be multiples of 32 pixels and the reason behind that is otherwise some of your stuff will get cut off in like you can't put half a tile onto the editor so you're going to need that to be your multiple for example you can go for something like 32 by 64 or 96 by 1280 and i can't multiply with anything over four i'm sorry and you're working with pixel art there's like two things to keep in mind first was like if you want more clear images if you want to get a high definition going then you'd want to basically make your pixels more dense so what you can do for this is you can suppose you set your file size to 96 by 96 and you export it at 32 by 32 so you'll get a denser and more detailed looking piece of art but one thing to keep in mind is that then you should be doing this for all of it otherwise it will look inconsistent the next thing that can be noted here is like adding definitions so if you want to give like a more 3d audio stick look to your art you should be playing with light colors and dark colors so for example if you look at the first draw here there's like in the photo frame like there's a light layer and then it ends with the dark layer so that adds some color to it and it gives it some definition um another thing to see here is that since we're creating like a work we are potentially doing a work adventure map for fedora for a conference or an internal event or something one thing to keep in mind is that the map should like you know align with the fedora aesthetic so in that case what one could do is use fedora colors the four foundations and the blues using fedora mascots adding the logos and places like for example in the map there's there's some swag so that has the fedora logos the little knight also has a logo on its shield um we have statues of the panda and all the remakes of the paintings feature fedora um friends mascots yes i forgot that word there but yeah so that helps like you know uh to give it a very personalized and directed feel uh now that was about creating pixel art since i use this this skill i also have a size slide on creating pixel art for this skill uh it's it can be slightly intimidating when you're starting like with a blank page when you especially i feel when you're creating pixel art but it's actually a pretty fun process especially like you know if you make a drawing of what you want or if you can find some good reference so that is a nice thing uh now this skill is a very easy tool to use it reminds me like it reminds me uh of micro soft paint where like from the early 2000s like i don't know it's very reminiscent of that and the tools are similar it's very easy to use this is software but yeah this got me nostalgic but i don't think like it's very hard to get used to the tool itself and the main part is that coloring each like coloring every single square of that grid can be slightly annoying and time consuming but it is fun too um then we have the tiled editor so uh the tiled editor is like everything on here is mostly graphical like uh the tool is pretty much drag and drop more like not even drag and drop you you select what you want to the tile site with which you want to paint and you just slide it everywhere and it gets painted with that there are also some other options like you can use the paint bucket tool you can use this random tool which picks a random tile from tile set and puts it there so all that can be done um you can also modify dial sets like rotate them or flip them things like that uh so tile sets are basically i should have mentioned this before but tile sets if anyone is confused they are uh they're just pixel art that not even pixel art just anything you're putting on the map that's your tile set and it's called a tile set because the tile editor has tiles on which you're painting it so it's called a tile set um you can work with layers on here like you can put things one on top of the other uh and you can keep it systematic uh the interesting thing here is that uh the tile editor uh for every tile set earlier you can add properties like for example there's the open website property which we have used at the screening room at the bottom right where like when you enter the fedora podcast opens so there's that uh over here for the jitsi needs everywhere with the collisions uh we've used these properties um so that's one thing someone should note also when you're making a map for work adventure uh using tile what you'd like to do is um you'd like to uh kind of have some things defined for work adventure like work adventure needs a layer in which your players will be moving it needs an entry layer and if you want to connect two maps which is also something you can do you need an exit layer so an entry layer an exit layer entry layer is very like everything that's painted in the entry layer is where your players will learn when they first come to the map players or characters and um yeah that is a good venture a good venture is where you'll basically be testing your map so you'll push your changes there you'll test it but uh pushing changes you'll be using since like uh this uses github so you'll just be pushing your new map to github and you can test it using ghpages or you can also uh test it locally using npm like that process is pretty well documented on uh the website like work adventures website so this is like the fun bit except if your map crashes and you get a black screen then it's not fun um that would pretty much be it for like the process behind making the museum map and creating maps using work adventure and i think i'll if i i'll answer questions if i have any now feel free to put them in the chat uh this is it for creating uh work adventure maps of adora i hope you enjoyed