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 36 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 · the attackers turn left | 5 s | People who got in arrive one at a time (22 of them, every 0.62 s), in neutral ink. Every fourth stops at the split for half a second. All turn left: most to the nearest rooms, a few further along. | "In almost every incident you have seen, the people who got in turned left, to the small things. They could have done much more." |
| 3 · the agents turn right | 23 s | Agents, in the agent red, come in many at once (18, every 0.17 s) at two and a half times the pace, and every one turns right, into the vault, around the gold. | "Agents will not turn left. They go straight to where the value is." |
| 4 · the still | 31 s | The left full of small marks; every agent at the gold. One line at the foot: a pattern, not a count. | The question for the room: "where would yours have turned?" |
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: the agent red only on the agents; the people who got in in the text colour, not red; 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
- 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.