Newsfeeds

Impactful VR for Good - by Sande Chen

Gamasutra.com Blogs - 16 July 2018 - 9:56am
In this article, game writer Sande Chen looks at a virtual reality experience made for social impact.
Categories: Game Theory & Design

Level Design Study: The Last of Us Part II gameplay trailer level - by Ovidiu Mantoc

Gamasutra.com Blogs - 16 July 2018 - 9:56am
A short study of the level from The Last of Us Part II gameplay trailer.
Categories: Game Theory & Design

The Movie and the Toy - by Caleb Compton

Gamasutra.com Blogs - 16 July 2018 - 9:56am
Why is it so hard to have a game with both amazing gameplay and a rich story? Is there a reason why these two aspects seem to conflict with eachother, and is there a way around it? Let's find out!
Categories: Game Theory & Design

Playwire

New Drupal Modules - 16 July 2018 - 9:46am
Categories: Drupal

New Nighthaunt and Stormcast Eternals Available to Order From Games Workshop

Tabletop Gaming News - 16 July 2018 - 9:00am
With the latest edition of Age of Sigmar hitting tabletops, new players are looking to expand their armies. Those that picked up the new starter box have their choice of the Nighthaunt or the Stormcast Eternals. This week’s new pre-orders add to both of those factions, giving you more options for your tabletops. From the […]
Categories: Game Theory & Design

AI-based framework creates realistic textures in the virtual world

Virtual Reality - Science Daily - 16 July 2018 - 8:45am
Many designers for the virtual world find it challenging to design efficiently believable complex textures or patterns on a large scale. Indeed, so-called 'texture synthesis,' the design of accurate textures such as water ripples in a river, concrete walls, or patterns of leaves, remains a difficult task for artists. A plethora of non-stationary textures in the 'real world' could be re-created in gaming or virtual worlds, but the existing techniques are tedious and time-consuming.
Categories: Virtual Reality

Drupal core announcements: Drupal 8.6.0 will be released September 5; alpha begins week of July 16

Planet Drupal - 16 July 2018 - 8:20am
Drupal 8.6.0-alpha1 will be released the week of July 16

In preparation for the minor release, Drupal 8.6.x will enter the alpha phase the week of July 16, 2018. Core developers should plan to complete changes that are only allowed in minor releases prior to the alpha release. (More information on alpha and beta releases.)

  • Developers and site owners can begin testing the alpha next week.

  • The 8.7.x branch of core has been created, and future feature and API additions will be targeted against that branch instead of 8.6.x. All outstanding issues filed against 8.6.x will be automatically migrated to 8.7.

  • All issues filed against 8.5.x will then be migrated to 8.6.x, and subsequent bug reports should be targeted against the 8.6.x branch.

  • During the alpha phase, core issues will be committed according to the following policy:

    1. Most issues that are allowed for patch releases will be committed to 8.6.x and 8.7.x.

    2. Drupal 8.5.x will receive only critical bugfixes in preparation for its final patch release window on August 1. (Drupal 8.4.x and older versions are not supported anymore and changes are not made to those branches.)

    3. Most issues that are only allowed in minor releases will be committed to 8.7.x only. A few strategic issues may be backported to 8.7.x, but only at committer discretion after the issue is fixed in 8.7.x (so leave them set to 8.7.x unless you are a committer), and only up until the beta deadline.

Drupal 8.6.0-beta1 will be released the week of July 29

Roughly two weeks after the alpha release, the first beta release will be created. All the restrictions of the alpha release apply to beta releases as well. The release of the first beta is a firm deadline for all feature and API additions. Even if an issue is pending in the Reviewed & Tested by the Community (RTBC) queue when the commit freeze for the beta begins, it will be committed to the next minor release only.

The release candidate phase will begin the week of August 13, and we will post further details at that time. See the summarized key dates in the release cycle, allowed changes during the Drupal 8 release cycle, and Drupal 8 backwards compatibility and internal API policy for more information.

Categories: Drupal

New Strontium Dog Releases Available To Order From Warlord Games

Tabletop Gaming News - 16 July 2018 - 8:00am
Strontium Dog is the latest minis game from Warlord Games. It delves back into the world of 2000 AD, and all the strange sorts of things that, uh, happened therein. You can order the rulebook, as well as various minis kits, plus markers and dice. Because everyone loves dice. The setting is late in the […]
Categories: Game Theory & Design

Paizo Looks at What is and isn’t Common in Pathfinder 2.0

Tabletop Gaming News - 16 July 2018 - 7:00am
This one’s a bit more cerebral in nature. Paizo has posted another preview of the upcoming Pathfinder 2.0 rules, this one focusing on what is and isn’t common in the game. But more than that, it’s kind of a breakdown of what it means for things to be common and not in certain settings. From […]
Categories: Game Theory & Design

Cultist Simulator: the retrospective - by Lottie Bevan

Gamasutra.com Blogs - 16 July 2018 - 7:00am
The postmortem for Alexis Kennedy's 1920s Lovecraftian card game Cultist Simulator, an indie success story for 2018.
Categories: Game Theory & Design

Composing video game music for Virtual Reality: Comfort versus performance - by Winifred Phillips

Gamasutra.com Blogs - 16 July 2018 - 6:59am
The 4th of a 4-part series. Video game composer Winifred Phillips shares ideas from her GDC 2018 talk, Music in Virtual Reality. Part 4: Comfort versus performance, with a discussion of composition & recording methods to address the VIMS problem.
Categories: Game Theory & Design

Through Another's Eyes - How Different Players Perceive the Same Card Game - by Nicholas Kinstler

Gamasutra.com Blogs - 16 July 2018 - 6:58am
Though we view our games as a single item, no two people see the same game. In this article, Nicholas Kinstler explains how players can perceive the same game in different ways and provides some insight on how to account for variations in perception.
Categories: Game Theory & Design

Create Scriptable Objects with Unity - by Vivek Tank

Gamasutra.com Blogs - 16 July 2018 - 6:58am
The main objective of this blog post is to give you an idea about ScriptableObject in Unity.
Categories: Game Theory & Design

Sometimes making a game is part of a longer game plan! - by Murray Lorden

Gamasutra.com Blogs - 16 July 2018 - 6:54am
Murray Lorden takes a retrospective look at the development of his third game B-Grade Renegade, and discusses how it represents part of a longer journey towards becoming a fully operational death sta... er, game developer, making the games of his dreams.
Categories: Game Theory & Design

Sometimes the making of a game is part of a longer game plan! - by Murray Lorden

Gamasutra.com Blogs - 16 July 2018 - 6:54am
Murray Lorden takes a retrospective look at the development of his third game B-Grade Renegade, and discusses how it represents part of a longer journey towards becoming a fully operational death sta... er, game developer, making the games of his dreams.
Categories: Game Theory & Design

Adomik Optimize

New Drupal Modules - 16 July 2018 - 6:29am

Drupal integration for Adomik’s automated price optimization.

See webpage Adomik Optimize

Principle

In order to split traffic and to be able to succesfully target the resulting groups, this solution relies on using Key Value targeting. Key Value targeting basically tags impressions with a label that is easy to target within the AdX rule engine. Key Value pairs have to first be set up in the DFP console and then applied to each impression by modifying the ad call to DFP from the web page.

Categories: Drupal

Fantasy Flight Announces New California Expansion for Fallout Board Game

Tabletop Gaming News - 16 July 2018 - 6:00am
New opportunities arise in New California, a new expansion that new Fantasy Flight (whoops, just kinda got on a roll there) is coming out with for their Fallout board game. There’s new characters, new monsters, new scenarios, new ways of playing. It’s just new, New, NEW! The New California expansion brings all-new challenges to the […]
Categories: Game Theory & Design

Dropsolid: Our Dropsolid CTO featured on the Modern CTO Podcast

Planet Drupal - 16 July 2018 - 4:29am
16 Jul Our Dropsolid CTO featured on the Modern CTO Podcast Nick Veenhof Drupal Drupal conferenties

Recently, I was invited to go on the Modern CTO podcast as a guest. We talked about developer culture, how to measure efficiency and velocity and, more importantly, how you can make the teams as independent as possible without losing that team and company feeling.

Modern CTO is the place where CTOs hang out. Listen in on our weekly podcast while we hang out with interesting Fortune 500 CTO’s in Aerospace, Artificial Intelligence, Robotics + Many more industries. As of 2018: 72k listeners we are incredibly grateful to each and everyone one of you.

It was a real honour to talk to Joel Beasley and have this back-and-forth conversation about how we transformed Dropsolid into a great place to work, but measurable and technically innovative!

 

 

Some of the topics that we talked about in the podcast were also seen at the presentation I gave at Drupal Developer Days in Lisbon.  Feel free to scroll through the slides to get more context out of the podcast!

 

Drupal Developer Days - One Flew Over The Developers Nest 2018 by Nick Veenhof
Categories: Drupal

Json Scanner Block

New Drupal Modules - 16 July 2018 - 4:12am

This module is useful for theme developer and backend developer. It provides a way from which you can give link of any JSON data, and it provides you global variable, to which you can use in templates to access your json divided in mannered array. You can print your json data in Drupal without writing any code.

The name of the module is Json Scanner Block which is not providing any block, it provides you block of code(variable) through which you can access your json variables for printing purpose converted through JSON urls.

Categories: Drupal

Castle Falkenstein: Variations on the Great Game

New RPG Product Reviews - 16 July 2018 - 3:12am
Publisher: Fat Goblin Games
Rating: 5
An Endzeitgeist.com review

Ladies and gentlemen, I bid you once more welcome in my lounge! Please, do take a seat, as I want to show you a thing most intriguing; surely, you recall the little pieces of intangible ephemera that we tend to conjure to diversify the experience of engaging in the Great Game?


Well, this little booklet now, for the first time, compiles these ephemera, while, as I was told by my servants, also getting rid of some of the minor imperfections previously noted by astute dignitaries, personas and individuals of staunch character and stellar pedigree. At 48 pages, 4 less once you subtract covers and similar components, we have a rather hefty little tome.


Oh yes, I wholeheartedly concur, my dearest. As you can see after reading Tom Olam’s introductory text (which is situated, mind you, on the page denoting the contents), the entrepreneurs that so charmingly self-depreciatingly style themselves “Fat Goblins” have not simply stitched magically the contents of our beloved ephemera together; nay, I say! They, as befitting of the care and respect due our pastime, elected to redesign the formal presentation of materials within, employing a wide cornucopia of artistry, ranging from the thematically-suitable artworks (which, it should be added, could be at home in a proper salon such as this!) to the presentation of the pages themselves: Unobtrusive, yet gorgeous aesthetics render the book a balm for sore eyes, not unlike all those looking upon me and/or reading these lines right now.


But I digress; we begin our discussions within with a further look regarding specializations and their interactions with abilities; particularly useful for debutantes in the Great game would be the explanation of the lexicon employed by our most civilized of pastimes. It should also be explicitly mentioned that a previously slightly ambiguous component accompanying the implementations of specializations in the Great Game has been done away with: The booklet now explicitly notes that extraordinary abilities are exempt from specializations – a decision that rings as sensible to me, considering that they are already designated as extraordinary, n’est-ce pas?


A table of the most useful kind indeed is provided here, providing the tools to implement these in conjunction with all of our favorite elaborations and expansions of the Great game – criminally few though there may be.


Now, as all of you may well be aware, I am a staunch proponent of the notion that all ladies and gentlemen should be able to employ and use the specific implementation of the Great Game that best suits their respective taste, and as such, I am not opposed to seeing the notion of the Divorce Variation, a modification that removes the direct tie between suits and abilities – though I do have to say that the resulting potential bickering strikes me as unbecoming of a proper environment and something more suited to those newfangled, class-less new-money people babbling about FATE, as though shouting (most uncouth…)


More steeped in tradition, though not necessarily *our* tradition, but tradition nonetheless, would be the suggestion to employ “improvement points” to determine the growth of a dramatic character; as you all are well aware, this steeps the progress gained very much in a literary tradition regarding the journey and growth of a dramatic character. As the profane rabble would call it, “experience points” or some such nonsense, though they are still kept very much in service to the demands of proper etiquette and narrative sensibilities. As such, I have no qualms about recommending these to hosts to so inclined – there even are suggestions presented for various growth velocities.


Awareness of the, at times, almost incredulous feats accomplished in our Great Game, is expected at this point; but, as well all know, when paraphrasing an adage by Hardy, “there ought to be sympathy for the less fortunate.” Or at least, that’s what my maid used to tell me the other day. Anyways, as you are well aware, the experience of those less fortunate than ours, who are living a life less characterized by adventure and great deeds as providence foresaw for us, might well be intrigued to play when given the chance; heck, we might well want to step back ourselves and be immersed in a scenario or two where we are not as…impeccably extraordinary. As such, imposing a hard limit on cards played serves as a truly fantastic way to envision a world that is, at least slightly, more mundane than the at times tiringly wondrous lives we lead. What’s that, James? Ugh, tell the faerie I want the yard clean for the late afternoon tea.


Pardonnez-moi, mesdames et messieurs – good help is so hard to find these days. Now, when recalling, as individuals of such astute faculties undoubtedly can, the Half-Off variant is pretty self-explanatory, focusing on providing half the benefits when cards do not align…like that of my fate and that splendorous debutante last year…And yes, at this point, I should not be remiss to note that the variations presented within actually can be modified and tinkered with further. Think of them like the intricate wheels of a proper clock – they run just fine on their own, but depending on your joyous curiosity regarding experimentation, you’ll have different experiences.


Perhaps one of the most vital variations ever devised upon this wondrous world, though, would be the finer differentiation between Feats difficulties that one of these provides; this one, all on its own, should easily make the truly paltry price, respectfully asked, truly worth it, and it frees the host from the requirement to play cards to enhance difficulties – in short, it enhances the fair play at a table by taking a needlessly divisive burden off the host’s back, while also enhancing the gravity of the decisions made by dramatic characters.


Now…I’d ask those of faint dispositions, those of weak hearts, to leave the room. The fairer among us may want to take out there fans, for yes…it is my outraged duty to report that the most scandalous dice-based variation, devised by the mischievous, malignant Moriarty, is also included within this booklet! The criminal mastermind’s attempted subversion of our proper world order seems to be alive and kicking, and while obviously despicable and dastardly, one cannot help but find a sick genius in the implementation of these rules. While obviously worthy of shunning and prosecution, one must be able to look into the eye of savagery, even in the variations, imposed in this case, upon the Great Game. Now, unflinchingly, I have to concede that there is a well-based foundation underlying this, but now that I have determined this, none of you will have to. If I may, ladies and gentlemen – keep this variation out of the hands of savages, staff and similar beings of less firmly-grounded morals. We don’t want them to feel entitled to play in our grand pastime now, do we?


As you may know, this series of ephemera started with a humble little offering, highlighting how one of these decks, these Tarot cards, that are all the rage right now, may be employed with the Great Game; success bred…more success. Like our family trees, correct? We did, hence, get more than one of these ephemera, which have since been properly fitted with a more evocative nomenclature, namely that of the Fortunate and that of the Sorcerous Tarot Variation. If you, like me, love to regale your astute audiences as a host, then the following happenstance may well have occurred in your game as well: You have the Major Arcana…and its effects simply would not fit properly. Quel dommage!


Now, it seems like some distinguished individuals, who shall not be named for now, have observed this as well, and thus proceeded to alter the tables of the effects of these types of cards, making them more widely applicable. While it is my firm assertion that a host of the proper caliber would not require this modification, I couldn’t help but marvel at the simplicity of the modifications added to the material at hand. Speaking of which, this book does also note an option that can combine our classic deck with major arcana, and one that would allow for the discarding of a major arcana card to redraw – this one, ladies and gentlemen, obviously does vastly enhance the power and versatility of dramatic characters. If you want to weave a truly outlandish yarn, this may well be the way to go!


Now, as noted before, the aesthetics of this booklet do not leave anything to be desired; there are these little bookmarks included for ease of navigation in the ephemeral iteration of this booklet. The compilation and refinement exerted throughout combine to make sure that these variations, transcribed by the esteemed Mister J Gray, is a masterpiece, pure and simple; had it not been for the fact that I have already bestowed my highest accolades upon the components, this would have been a candidate for my list of best offerings of the year. Since this already has reached these heights, I am in the unfortunate position of not being able to bestow these honors once more.


This, however, should not be taken to mean that this is anything but a truly required purchase – this humble offering should be considered to be an EZG Essential, a required reading for any host of distinguished character and skill, a 5 star + seal of approval supplement.


Endzeitgeist out.
Categories: Game Theory & Design

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