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add participant guide / pages route
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fresh.gen.ts

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@@ -7,6 +7,7 @@ import * as $_event_submissions from "./routes/[event]/submissions.tsx";
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import * as $_404 from "./routes/_404.tsx";
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import * as $_app from "./routes/_app.tsx";
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import * as $index from "./routes/index.tsx";
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import * as $pages_page_ from "./routes/pages/[page].tsx";
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import * as $user_user_ from "./routes/user/[user].tsx";
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import type { Manifest } from "$fresh/server.ts";
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"./routes/_404.tsx": $_404,
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"./routes/_app.tsx": $_app,
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"./routes/index.tsx": $index,
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"./routes/pages/[page].tsx": $pages_page_,
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"./routes/user/[user].tsx": $user_user_,
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},
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islands: {},

routes/pages/[page].tsx

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import * as path from "jsr:@std/path";
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import { RouteContext } from "$fresh/server.ts";
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import { render } from "@deno/gfm";
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export default async function Page(_req: Request, ctx: RouteContext) {
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let mdFile = "";
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try {
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mdFile = await Deno.readTextFile(path.format({
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dir: `${Deno.cwd()}\\static\\assets\\pages`,
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ext: ".md",
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name: ctx.params.page,
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}));
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} catch (_e) {
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return ctx.renderNotFound();
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}
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const blocks = mdFile.split("---");
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return (
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<div class="flex flex-col gap-4 mb-16">
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{blocks.map((block) => (
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<div
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className="card"
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dangerouslySetInnerHTML={{
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__html: render(block),
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}}
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/>
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))}
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</div>
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);
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}

static/assets/pages/bcguide.md

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# BlanketCon Participant Guide
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---
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## What is BlanketCon?
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**BlanketCon is a collaborative event celebrating the art of Minecraft modding!**
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It features keynotes and panels hosted by members of the community, and takes place on a modded minecraft server full of booths that showcase mods and mod-related projects.
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Once the event is announced, mod authors and other community members can sign up to build booths for their own projects, or pitch an event they'd like to host!
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**For Participants, BlanketCon can be broken down into the following "phases":**
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- **Signups**: Mods, booths, and events are submitted through the ModFest Discord.
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- **Testing**: Participants collaboratively test the assembled modpack/server and fix bugs.
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- **Claiming**: Participants reserve booth space, and plan builds with the team/eachother.
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- **Building**: Participants build their booths, playtest them, and improve common areas.
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- **Showcase Weekend**: Players tour the server, award voting and stage events are held.
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---
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## Booth Submissions
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### Mod Submission Requirements
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- **Mods must be feature-complete when signups close** - only updates to tweak, fix, and polish existing features can be submitted after this point.
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- **Mods must have visible, up-to-date source available** - this helps the team and other participants screen mods for issues, and fix bugs and compatibility issues faster.
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- **Mods must be able to be modified to meet convention requirements** - including fixes/removals for performance or compatibility, adventure mode restrictions, etc.
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### Returning Submission Considerations
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If you're submitting a project that was **shown at BlanketCon in a previous year**, please:
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- **Bring what's new to the table** - center added features/improvements in your booth!
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- **Make it fun, not an ad** - we've seen it before, so give it more than a mini-booth!
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- **Keep it sensible** - scale booth size to new content, don't just add more every year!
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---
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## What is a booth?
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**Booths** are themed builds that tourists can explore, that also showcase a modding project!<br/>
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Your average booth showcases a mod, and contains:
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- An entrance along a tourist path with a large sign displaying the name of the mod.
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- One collectible **Visitor Shard** ([Scattered Shards](https://modrinth.com/mod/scattered-shards)) placed at the start of the booth.
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- A general description of the mod for tourists, written on **Text Blocks** ([Glowcase](https://modrinth.com/mod/glowcase)).
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- An interactive or walk-through showcase of the mod's features, which may utilize **Item Providers** ([Glowcase](https://modrinth.com/mod/glowcase)) to allow tourists to obtain and utilize items added by the mod.
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- Up to 3 collectible **Bonus Shards** that require interacting with the mod's mechanics to obtain. Walk-through booths may have just one of these shards at their exit instead.
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- Credits for mod/booth creators, and a **Hyperlink Block** ([Glowcase](https://modrinth.com/mod/glowcase)) to the mod page.
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<details>
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<summary>Booth Example Screenshots</summary>
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### Average Booth
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<center>
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![Familiar Magic Overview](https://hackmd.io/_uploads/ByJvokWUye.jpg)
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*not every booth has to be a singular building - any cohesive space can work well.*</br>
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***familiar magic (1.21)** is comprised of small forest clearings, with a cave underneath.*
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![Familiar Magic Entrance](https://hackmd.io/_uploads/ryNDE1bI1g.png)
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*on-path entrance signage helps tourists find your booth, and delineates it from the path so they wont wander into it unintentionally.*
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![Familiar Magic Mod Description](https://hackmd.io/_uploads/BkgOByWL1g.png)
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*a mod summary explains what to expect from the booth, preventing confusion later on - this one also displays some formatting benefits of text blocks compared to signs.*
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![Familiar Magic Visitor Shard](https://hackmd.io/_uploads/rkG08ybUJe.png)
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*a visitor shard helps tourists track booth completion - touching this one would collect it.*
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![Familiar Magic Feature](https://hackmd.io/_uploads/rk2jDkZU1e.png)
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*this area tutorializes a mechanic step-by step using text blocks. the item provider allows tourists to take a copy of the flint and steel item for use.*
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![Familiar Magic Bonus Shard](https://hackmd.io/_uploads/Sky-K1ZU1l.png)
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*shards have a custom name, icon, and hint set by the booth author. reaching this one required using the teleport mechanic from the mod.*
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![Familiar Magic Credits](https://hackmd.io/_uploads/BJRn31ZU1g.png)
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*a mod page link lets tourists follow your mod if they enjoyed it, and placing it at the exit prevents the page from spoiling your booth!*
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</center>
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### Variations
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<center>
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![Dust Mansion](https://hackmd.io/_uploads/ryKPNgGDkl.png)
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*some booths use very little text, and show mod features purely experientially.*<br/>
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***Dust (Carnival)** features a dusty mansion the player can brush to clean.*
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![Confetti Stuff Clean Burst](https://hackmd.io/_uploads/S1iNIgGDke.png)
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*command blocks utilizing `/shard award` are used to award shards for challenges.*<br/>
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***Confetti Stuff (Carnival)** uses this for to award a shard in a cleaning race minigame.*
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![DBSV Overview](https://hackmd.io/_uploads/HkdoWxGPyg.jpg)
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*mods with high-depth mechanics can use course-like booths, with 'levels' per shard.*<br/>
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***Dream Burst Spirit Vector (Carnival)** is laid out as a platformer - with a basic tutorial, advanced tutorial, and a challenging level ascending a mountain.*
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![Vanilla Extract](https://hackmd.io/_uploads/S1CUF-Mwke.jpg)
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*booths for non-mod projects like modpacks or websites are usually walk-through, but follow the same overall structure*
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![Obscure Masks Minibooth](https://hackmd.io/_uploads/S1YquxfPyx.png)
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*for low-depth mods or on a time budget, a one-shard 'mini-booth' is often suitable*<br/>
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***Obscure Masks (Carnival)** uses acceptors to sell its cosmetic items, and that's it!*
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</center>
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### Common Areas
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These features ill-suit most booths, but work great pitched as collaborative builds.
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<center>
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![Cyberpunk Hangout](https://hackmd.io/_uploads/Syrc8ZGPye.png)
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*Hangout areas give tourists a break, and helps avoid group splits. (**BC23**)*
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![Big Top Arena](https://hackmd.io/_uploads/rJxYoxMPkx.jpg)
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*Competitive arenas like this provide repeatable fun in multiplayer. (**Carnival**)*<br/>
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*They're kept as separated attractions with their own warps, even if mod-themed.*
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![Cannons Ahoy Playground](https://hackmd.io/_uploads/Hk98RxGvJl.png)
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*Playgrounds and minigames add a fun non-booth activity to break things up. (**1.21**)*<br/>
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*This allows skilled builders to get creative with other submitted mods!*
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![Sinister Food Stand](https://hackmd.io/_uploads/Skjo3xfv1x.png)
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*Food stands help tourists get around, and add placeness to the world. (**Carnival**)*
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![Granbury City Limits](https://hackmd.io/_uploads/BktlsgMPyx.jpg)
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*Decorative areas like this integrate with the world lore. (**Carnival**)*<br/>
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*They contain nothing useful, but give tourists something interesting to look at.*
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</center>
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</details>
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---
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## Booth Claiming
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Each booth starts as a **Wool Claim** - an in-world outline that shows its location and size.<br/>
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Claims help participants collaborate on booth ideas and placement. They should:
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- Be built 50-100 blocks above the ground, to avoid colliding with the build itself later.
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- Be placed on **one side** of a tourist path - away from crossroads, spawn, and stage.
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- Contain a **vanilla sign** displaying the project name, and optionally the booth concept.
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- Indicate the booth entrance using **white wool**. Black wool can be used for back exits.
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- Indicate if they'll be taller than two storeys, or contain a large underground element.
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Once built, a screenshot and coordinates should be sent in for approval, whereupon the team will add a map marker, warp, and placeholders for an entrance sign and visitor shard!
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---
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## Booth Building
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When building your booth note that, by default, tourists **cannot**:
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- Perform suvival mode actions (break and place blocks, start fires, or place entities)
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- Interact with containers such as chests, dispensers, shulker boxes, or hoppers.
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- Interact with common decoratives such as trapdoors, flower pots, and fence gates.
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- Interact with non-input redstone components such as repeaters and comparators.
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However, tourists **can**:
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- Interact with wooden doors, and open trapped chests (clear these on open)
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- Interact with redstone input components such as buttons, plates, and levers.
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- Collect items from **Item Providers** and place items into **Item Acceptors** ([Glowcase](https://modrinth.com/mod/glowcase))
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Generally, when building your booth, try to:
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- Make your booth a real place in your chosen part of the world! Whether that's a house, a shop, a workshop, a shelter, a spooky cave, a campsite, a caravan... Work with the existing setting to give it some character! - If you need suggestions, just ask.
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- Keep your booth roughly the size it takes to show your mod - walking is boring!
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<details>
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<summary>Helpful Utilities</summary>
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- Glowcase Displays
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- Arealib Areas
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- Barricade
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- WE/Axiom
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- Fireblanket Spawns
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</details>
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---
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## Booth Layouts
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To make showcase worlds easy to navigate despite their size, we adhere to some key tricks:
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- The map can be broken into looping tour paths (or "streets") defined before claiming.
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- Every booth has its entrance along one of these tour paths, effectively giving it a "street address"
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- **Booths can share a path entrance**. To do so, the entrance should form **a smaller looping path** - as if each booth is a numbered unit at the same address.
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- Like booths, these smaller paths should also be a "place", with clear signage.
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This creates a natural "checklist" of streets and booths that tourists can complete as if they're doing a paper round. Easy!
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---
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## Common Areas
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Your building skills don't need to be isolated to your booth!
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Starting from claiming, participants are welcome to collaborate with the team and eachother to improve paths and existing common areas like spawn and the stage.
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Once building starts, feel free to suggest and help build new (setting-friendly) common areas! Use mods where you can - food stands, lookout spots, arenas and races, minigames, or small decorative areas. Just run it by the team first to check for potential tourist issues!
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---
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## Event Submissions
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Stage events are a great way to share you or your team's experience with modding projects!
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Stage events are scheduled in 1 hour slots. You can check out [Recordings from BC23](https://www.youtube.com/playlist?list=PLt1hnuf_SwBeF1l6BAUaE7C3SOW63DOVD) for examples of previous panels and keynotes.
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When submitting a stage event, you should already know:
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- The title
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- Who else is hosting it
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- A rough outline of the content
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You'll be able to display slideshow images during your stage event via Glowcase, but keep the text nice and large! Screen blocks appear smaller in-game. Try to have your stage event completely prepared (with your slides in-game) well before launch, in case anything gets hectic.
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Make sure you let the team know what times during the weekend you're available to present. You'll have a time scheduled for you when your stage event is approved.

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