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Blog: Games, gambling, and the psychology of the near-miss

Social/Online Games - Gamasutra - 10 April 2014 - 11:19am

"Put simply, the near-miss is a psychological 'pseudo-reward' in which failures are seen as 'nearly successful.' In games of skill, near misses offer useful feedback and encourage improvement." ...

Categories: Game Theory & Design

Chapter Three: Pick on Your Performance Issues

Planet Drupal - 10 April 2014 - 10:53am

Performance should be in the mind of every Drupal developer and site builder as they are building a site. But let's be honest, while getting everything to just plain work and look good speed doesn't always get to hold that #1 spot in your mind.

Freeing up brain energy from potential performance issues is not necessarily a bad thing. Predicting which issues will have the biggest impact once a site launches is a task best left to wizards and sages. The best way to analyze and then tackle a site's performance issues is with data from the live production site. There are plenty of tools to help simulate that data, but nothing replaces good hard production data.

Luckily Views Cache Bully has come to the rescue of distracted developers everywhere. Set it, forget it and rest easy knowing that you now have one less reason for why your site might be crawling.

Why views caching?

Most the views on your site display the exact same information over and over, they just display it to different users. I know, I know you are a prolific blog writer, but do you really publish a new post every 5 minutes?

If you are feeling conservative, set the defaults to a short value and keep bumping them up as you come to realize how little these things change. Even if you only serve the cached results to five users that means five less trips through PHP and the database for those visitors.

Categories: Drupal

A veteran producer's tips for working with a licensor

Social/Online Games - Gamasutra - 10 April 2014 - 8:55am

What you are buying with the license may be obvious to you, but not everyone on your team may have the same idea. And when it comes to your project goals, being of one mind is always important. ...

Categories: Game Theory & Design

How can I pay for legal services for my game development project? - by Zachary Strebeck

Gamasutra.com Blogs - 10 April 2014 - 8:24am
California game lawyer Zachary Strebeck explains the various methods for paying an attorney and which might be a better fit depending on the financial situation of the game developer.
Categories: Game Theory & Design

Building It Big - hundreds of billions of worlds - by James Hicks

Gamasutra.com Blogs - 10 April 2014 - 7:19am
James talks technical but plain english on how one person can develop 270,000,000,000 game zones in a month without storing a single byte until a player visits one.
Categories: Game Theory & Design

'We fight the urge to just completely drop the price'

Social/Online Games - Gamasutra - 10 April 2014 - 7:18am

"Double Fine wants to keep indies premium," says Double Fine COO Justin Bailey. "You see that in our own games and how we're positioning them." ...

Categories: Game Theory & Design

Acquia: DrupalCon Training with the Acquia team! UX and Security

Planet Drupal - 10 April 2014 - 7:02am

The Acquia team is getting ready for DrupalCon Austin. We're excited about the official announcement of training at DrupalCon which is held on the Monday before the conference on Monday, June 2. We have two courses on offer which we think you'll love. One will get you started evaluating your designs with users, and how to conduct usability testing. One will help ensure your site or application is secure which is increasingly important for sites of all sizes.

Categories: Drupal

Living creatively... - by Sarah Wallace

Gamasutra.com Blogs - 10 April 2014 - 5:32am
A post about the creative processes involved in designing game artwork and the financial constraints of doing what you love for a living.
Categories: Game Theory & Design

Code Karate: Responsive Navigation Module

Planet Drupal - 10 April 2014 - 5:22am
Episode Number: 142

In this episode of the Daily Dose of Drupal we go over the Responsive Navigation module. This module can be used to make your Drupal menu "responsive" so that it displays nicely on mobile and tablet devices. If you are trying to build a responsive Drupal website or a responsive Drupal theme, this module can help.

Tags: DrupalContribDrupal 7Drupal PlanetUI/DesignResponsive Design
Categories: Drupal

Feature boards: What's next for agile development?

Social/Online Games - Gamasutra - 10 April 2014 - 5:20am

A Feature Board serves the team. It shows them the state of each feature on a daily basis and leads to conversations that are necessary for a cross-discipline game team. ...

Categories: Game Theory & Design

Using Twine to Teach English as a Foreign Language: The Plan - by Lena LeRay

Gamasutra.com Blogs - 10 April 2014 - 5:16am
By day, I am a JET Program participant, teaching English to Japanese kids who have no choice about taking my classes. I want to use my programming and game design knowledge to enrich their education by giving them fun things to read.
Categories: Game Theory & Design

Blair Wadman: Top 10 Drush commands - follow up

Planet Drupal - 10 April 2014 - 4:54am

I recently posted my top 10 Drush commands. In the blog post comments, over email and Twitter, a bunch of people let me know their top commands and tips. This was such great feedback, I decided to write up the list as another post. Here is the top 10 Drush commands from the fine folk who contributed.

Tags: DrushPlanet Drupal
Categories: Drupal

Amazon's Acquisition of Double Helix Games - by Ulyana Chernyak Xsolla

Gamasutra.com Blogs - 10 April 2014 - 3:52am
Technology companies these days rarely only have one function, rather encompassing a multitude of services. This seems to be the case with Amazon because recently, they acquired Double Helix Gamesfor both IP as well as the talent.
Categories: Game Theory & Design

Postmortem: Shadow Blade - by Amir H Fassihi

Gamasutra.com Blogs - 10 April 2014 - 1:58am
Shadow Blade is an action platformer for the mobile devices that was released this January. The following is a postmortem about the main challenges during the development of this game.
Categories: Game Theory & Design

Visualizing Dynamic Behavior Flow - by anders drachen

Gamasutra.com Blogs - 10 April 2014 - 1:17am
An important challenge in analytics is to make results accessible. Here we describe the process of developing a method for generating behavioral profiles of players, and visualizing how players migrate between profiles over time.
Categories: Game Theory & Design

The Future: FTL and You Part One: FTL Communication

RPGNet - 10 April 2014 - 12:00am
Should your game go faster than light?
Categories: Game Theory & Design

Difficult Identities - by Michael Fitch

Gamasutra.com Blogs - 9 April 2014 - 11:14pm
Digital mediation of identity can be challenging, but it is changing the dynamics of how others know us as well as how we know ourselves.
Categories: Game Theory & Design

The "1 Turn = 1 Year of Life" Rule in Hero Generations - by Scott Brodie

Gamasutra.com Blogs - 9 April 2014 - 10:39pm
A common concern about the Hero Generations concept is that the "1 Turn = 1 Year of Life" rule in Hero Generations feels limiting. This article explains how the rule came about and why it leads to long term fun, thoughtful, and strategic gameplay.
Categories: Game Theory & Design
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