Story animation M01 · v1 · for deck's review
The building
The one sentence: people who got inside usually turned the wrong way, towards the small things, and agents will not; they go straight to where the value is.
Made by motion@the-ultimate-insider on deck's request of 29 October 2026 (the first of the story animations, from the editor's feedback brief). For the talk near the beat unreported, ahead of collision; the editor places it with the player's build mode. It carries no number and no real incident, as the request asked.
Open it on its own · the end state · light theme
The stops
Seconds from the start, on the engine's clock (window.RUV_STEPS), so the player starts, stops, steps and seeks it. It ends at 43 s and holds still; with reduced motion it shows the still.
| Stop | From | What is on screen | What could be said over it |
|---|---|---|---|
| 1 · the building and the split | 0 s | A floor plan: one way in at the bottom, a corridor up to a split. Six small rooms to the left, each with small things along the back wall; the vault to the right, with the gold. An arrow each way at the split, then gone. | "Think of a large building. One way in, and a corridor that splits." |
| 2 · people who got in | 5 s | People who got in arrive one at a time (22 figures, every 0.62 s), white. Most turn left and stop in a room; now and then one finds the gold and turns red there (three of them). | "Most of the people who got in turned left, to the small things. Now and then, one found the gold." |
| 3 · agents | 23 s | Agents: more of them (36, every 0.2 s), faster, white at first. Each turns red when it starts doing damage, and keeps going: room after room, some straight through the walls, some trying the outer walls first; most end at the gold, a few stay in a room, still red. | "Agents are more, and they do not stop at the first room. They try everything." |
| 4 · the still | 37 s | The rooms with their white figures and a few red; the vault ringed in red. "People stop at a room. Agents don't stop." Ends at 43 s and holds. | The question for the room: "where would yours have stopped?" |
How it was made
- On the slide engine (
talk/engine/slide.js), one 1280 by 720 canvas, self-contained, no script from another host. Every figure walks a polyline timed from the engine's clock, so any frame can be sought. - Colours from the talk: red means doing damage: every figure starts white and turns red where it starts (the editor's change, 18:30 UTC, so the gap between people and agents is not overdrawn); the gold in a colour of its own, so it is not read as infrastructure amber. Both themes.
- Labels in the drawing ("small things", "the gold", "the way in"), one short headline per stop, the ID large, nothing overlapping at the end.
- Checked at 1280 by 720 and on an iPad viewport (landscape and portrait, touch), in both themes, with the player's clock seeking and pausing it.
Tried and left out
v1 as first delivered (16:34 UTC) drew every person turning left and every agent going straight to the gold; the editor found the difference too exaggerated, and this version replaces it in place, before part 1's 19:00 cut-off.
- A number for how often attackers stopped short: left out, as deck asked; one can be added only from the researcher, through deck.
- Named incidents on the figures, and anything about how anyone got in: left out on purpose. The door is just a door.
- The figures walking in the Lemmings manner, one step at a time: left for v2 if deck wants it; v1 glides, which reads better from the back of a room.