Newsfeeds

Developing Indie JRPG Edge of Eternity in Early Access - by Guillaume Veer

Gamasutra.com Blogs - 8 March 2019 - 6:54am
"Open-world JRPG", "Indie" and "Early Access". Marrying those three terms might sounds impossible but by using the magic of [Public Roadmap], our daunting assignment seems more accessible.
Categories: Game Theory & Design

SpatialOS dev Improbable is setting up its own game development studios

Social/Online Games - Gamasutra - 8 March 2019 - 5:40am

Tools-maker Improbable is setting up two studios, one in Edmonton and one in London, to develop online games powered by its SpatialOS tech. ...

Categories: Game Theory & Design

Entity Booking

New Drupal Modules - 8 March 2019 - 3:19am
Categories: Drupal

Consume Json Field

New Drupal Modules - 8 March 2019 - 2:02am

This module help to store value from JSON URL

Categories: Drupal

Checklist Entity Reference

New Drupal Modules - 8 March 2019 - 12:35am

Currently you can add an entity reference field to any field-able entity, and you could use that to see where an entity is in a given taxonomy / node based checklist.

We utilised this built in Drupal 8 functionality, and extended it to allow it to be used more effectively for checklist style functionality.

Categories: Drupal

Becky Annison Interview – Bite Me!

Gnome Stew - 8 March 2019 - 12:00am

I have a confession. I really, really like werewolves. Way back in time, I thought Vampire: the Masquerade was neat, but vampires weren’t really my thing. Then someone handed me a copy of the first edition of Werewolf: the Apocalypse (with the paper cover that had the claw marks cut out of it… so cool, but such a poor design decision) and suddenly I wanted into this whole World of Darkness thing. During the 90’s, I spent a couple of years as a Werewolf admin on a World of Darkness MUSH, and when I got to play both Monsterhearts and Urban Shadows, I played werewolves. So yeah, I like werewolves.

Earlier this year, I woke up to a message from fellow Gnome, Senda, asking if I was available to be play in a game for She’s a Supergeek that afternoon. Bleary eyed and not quite awake yet, I said sure. About an hour later, when I was finally awake, I messaged her back and went, “Uh, what’s the game?” “Oh yeah, it’s a game about werewolves and pack dynamics.” OMG. I was so in.

That game was Bite Me!, run by one of the game’s creators, Becky Annison. The game is currently funded on Kickstarter, but there’s still time to get in on it if you’re interested. I recently had the opportunity to talk with Becky about the game and discuss various aspects of the game and it’s creations. And of course, all the werewolfy goodness. AWOOOOOO!

Why Werewolves? What elevates them above other modern monsters?

Werewolves are a personal favourite of mine and have been for a very long time. I’m really taken by the idea of feeling so much closer to your emotions and instincts and having that be your default state.  Extending that idea into ‘what if you couldn’t/wouldn’t hide how you feel’ it is a large part of what led to Bite Me!

The other thing I love most about Werewolves is the Pack. Unlike other monsters, Werewolves have a concept of a close social group, people who understand you.  When you struggle with the monster inside, you aren’t doing it alone and this is really powerful to me.

What were the gaming influences on designing Bite Me! ?

My gaming influences on Bite Me! come from two distinct areas:

The first is all those games I’ve played over the years where people shared some intense emotional experiences with each other at the table.  Those times when we bared a little of our souls to each other and became a little closer as a result.  This aspect of gaming is something I’ve been keen to try and put into a game and a system for a long time and it owes a lot to the earliest games I played where we left the system in the dust and just free-formed our characters late into the night.  I wanted to design a game where you didn’t have to leave the system behind in order to do that role-playing and get that connection.  A game where the system supported it, made it easier, gave it a name and had it as a core element of the experience.

Secondly there are all the games about monsters I’ve played and enjoyed over the years from Monsterhearts to World of Darkness.  I like it best where you can experience characters struggling to reconcile their human and monstrous sides and, for me, Werewolves are the ultimate expression of that.

What were your fiction influences when creating Bite Me! ?

Without a doubt it was the work of writers such as Kelley Armstrong (who made my year by agreeing to be a stretch goal writer for this project), Patricia Briggs, The Silvered by Tania Huff and Teen Wolf the TV show.

All of these have a strong sense of the dramatic potential in the relationships of the Pack and the humans who live adjacent to them. They touch on the issues of control and domination – but it is how those issues intersect and interfere in the relationships of the main characters which is so compelling.  An Alpha is nothing without a Pack – and that symbiotic relationship in werewolf fiction is incredibly fun to explore.

Tell us about the pack dynamics the game is built around?

The game starts with a set of relationship questions.  Each skin gets a question to ask another player – something juicy and messy which sets up a difficult relationship from the start.  For example, the Greypelt (the oldest wolf in the Pack) is asked which Packmate player character they betrayed who hasn’t forgiven them yet.  The Cub (youngest wolf) is asked which Packmate they hero worship and what that Packmate could do to break their trust.

After all the characters and relationships have been created and the culture and Traditions are all agreed, the MC asks one final question.

“Which of you has broken a Tradition and who is keeping their secret?”

Traditions are the laws of the Pack.  Breaking them will involve a punishment like banishment or worse.  This final question sets the stakes really high and is inviting someone to really put themselves in a difficult spot.

These questions do two things.  Firstly, they set up tense relationships from the beginning, giving people great material to use for making the Spill moves (which I talk about further down).  But secondly, they give people Ties on each other.  If you get 4 Ties on someone then you mark experience, but you can also spend Ties to boost your roll when you make a Move against another player.  There are a lot of player v. player Moves in Bite Me! like Dominate, Mauling and Challenge the Alpha.  However, this is not a game where you can steal the party’s treasure at the last minute, backstab the paladin and run off into the sunset.  You are a Pack and whatever you do to a fellow Packmate you need to face the consequences of that in the morning.  The system is built to tempt and encourage people to take actions which will trigger tension and interesting consequences, and then the players can use the Spill Moves to process what happened.

The Pack dynamics are all about creating really interesting fictional starting points and then giving you a set of mechanics which gets you using all that lovely fiction you created.

I find GMing games a stressful business – so I’ve tried to design a game with a lot of self-sustaining action.  If, as GM, you find yourself sitting back and saying nothing for an hour while the players are Spilling all their secrets and feelings then that means the system is working at optimum capacity!

Why PbtA (Powered by the Apocalypse)? What about that specific system spoke to you for creating this game?

PbtA is a very broad framework to work in as a game designer. But some of the most common elements in the system have some really attractive qualities for a Werewolf game.

One of the first things I noticed when I first played Apocalypse World was how the system of Moves gets you into situations where the action cascades out of control hard and fast.  That pacing and sense of control slipping away from you is exactly what I wanted Bite Me! to feel like – that instantly made PbtA attractive to me.

The other thing the Moves and Playbooks do in PbtA is allow you to laser focus your design at a really specific experience.  I wanted my game to recreate the feeling of being in a werewolf Pack and PbtA gives me a toolbox to really hone in on that.

I would say that Principles are a key element of PbtA for me, as they give a clear direction from the designer to the MC on how to run the game to get the best out of it.  So much of our games actually hinge on tacit play culture, trying to transmit that play culture through a text (rather than through playing a game with someone) is hard work.  But the Principles form these giant signposts for play culture to give us a head start.  Bite Me! also has Player Principles to do the same thing for the players and point them at the play styles to give them the best experience.

Lastly (as if that wasn’t enough!) there is the dice mechanic and the strong hit, weak hit and miss breakdown. On a strong hit the players get a massive success and get to feel like the badass Werewolves they are.  On a weak hit they get what they want but with consequences, and those consequences allow the MC to press on the existing tense relationships and untenable situations (key elements of running Bite Me!) or even create new ones.  Lastly, on a miss the MC can bring out the array of threats that the players have created, press the Pack really hard to get them to unify against a common foe, or in rare circumstances have a Werewolf completely lose control.  Living on the knife edge of control in a violent and threatening world is a staple of the Werewolf genre.  The ever-present possibility you could Miss a roll means those threats are always in the back of a player’s mind! You live with the risk that things will get out of control. The MC’s job is to tempt the players into taking that risk.

Tell us about the character options available to the players?

Bite Me! Has 7 skins and I’ll give you a little detail on each below:

  • The Alpha – this is the skin for people who want the sense of responsibility for the Pack and drama and hard choices that come with that. This skin is all about trying to keep a fragmenting Pack together and protect them from outside threats. The skin Moves of the Alpha often augment and support the other skins.  The Pack is stronger when there is a player as Alpha.
  • The Howl – The Howl looks after the spirit of the Pack as the Alpha takes care of their bodies.  This skin has Moves concerning prophecy and rituals of flesh and blood. They can be a loyal adviser to the Alpha or a rival (hopefully both!) but the knowledge they have gained through their rites has created a rift in the Pack, a wound which needs healing.
  • The Prodigal – this is the skin for people who love drama. You are freshly returned to the Pack after leaving, perhaps through your own choice, perhaps not. The Prodigal has a healing Move (which comes at the price of a second messy relationship!) and is harder to dominate due to their time away from the pack dynamic.
  • The Enforcer – This is a skin for people who want to explore the conflict between protecting those they love with violence and feeling that as a guilty burden. You have Moves which allow you to put yourself in the place of an endangered Packmate, but you can also dominate others more easily through doing something unacceptable and crossing a line.
  • The Cub – not everyone is an experienced werewolf, someone has to be the pup of the Pack and that is the Cub. This character has been a Werewolf for not more than a year (although they will likely be a fully grown adult) and their skin is all about being indulged, given a free pass when they break the rules and ensuring that the other Packmates will always get them out of whatever mess they end up in.
  • The Fixer – This character is for someone who wants to be torn between the human and wolf worlds and loves to live in both.  The war inside them will affect their relationships and yet it is often necessary for the Pack’s survival that the Fixer walks this line.  The Fixer’s Moves involve getting information out of the human world, making problems disappear and using resources that the rest of the pack don’t have access to.
  • The Greypelt – The Greypelt is the oldest member of the Pack and probably is a parent or grandparent to many of them.  They are for people who like to play the kingmakers, the manipulators and the power behind the throne.  They have Moves which leverage their longevity in the Pack, whether that is keeping the history of the Pack, giving advice or being the only person who can dominate the Alpha.
Which moves in the game help create the play you intended with this game?

The play I’m looking for is a cycle.  The players want to have difficult relationships which sometimes explode and sometimes fade into the background as the Pack unifies.

In character generation you set up the tension and wedges between the Packmates using those relationship questions.  The MC will alternatively press on those relationships or provide threats to make the pack unify.  This cycle is fed by several of the Moves – the mechanics for domination and violence will deepen the wedges in the Pack giving people reasons to have emotional outbursts.  They also function as way they Pack can ‘get things done’ which makes them deliberately tempting.  When the tension is high the pack can Spill and Provoke Spill –  sharing emotional conversations about vulnerable things.  The subject for those conversations is often provided by the Domination and Mauling (and other Moves).  When you have those conversations you accumulate Pack Points which can be spent on assisting Packmates and on super powerful Pack Moves.

The Pack Pool is not just a pool of points for the players to use, it is an important signal for the MC. When the Pack Pool is low you should ease off the action and make space for emotional conversations.  When the Pack Pool is high you should press the threats and harry the player characters.

I love games with that emotional conversational element – but you can’t keep on spilling your heart without introducing fresh problems and issues for the characters to engage with.  The system cycles between giving people the Moves to have those conversations and the Moves which provide the content of those conversations.

What made you start working on Bite Me! and how long has it been in development?

Bite Me! is a game which has been living in my head in some form or another since I first read Bitten by Kelley Armstrong well over 10 years ago. I remember reading that book and knowing immediately that I wanted to play in a game like that one day. Which is often my reaction to media I love. But the design work started in earnest about two and a half years ago.

Previously I’d experimented with various ideas for Bite Me! including making it a freeform larp centered around pack food rituals. But I gradually came to realise that the PbtA system was such a good fit for all the reasons I mentioned earlier and so when the first Revelation Con was announced (that is the PbtA con that runs in Sheffield, UK) I pulled together a set of basic moves and 4 playbooks and took it along for a test drive.  That game went better than I could have hoped for a first playtest. The third Revelation con happened the weekend after I launched the Kickstarter and so far Bite Me! has been run there every year and I hope that is a tradition that continues.

If you’re interested in learning more about Bite Me! or backing it, head on over to Kickstarter and give it a look!

Categories: Game Theory & Design

The psychology of matchmaking - by Joost van Dongen

Gamasutra.com Blogs - 7 March 2019 - 10:53pm
Whichever multiplayer game you look for and no matter how good it is, you'll always find tons of complaints from users claiming the matchmaking for that particular game sucks. This post explores the psychological factors that cause this.
Categories: Game Theory & Design

Kliuless #26: Aligning Business Models to Markets - by Kenneth Liu

Gamasutra.com Blogs - 7 March 2019 - 10:53pm
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Categories: Game Theory & Design

Search API Date Popup

New Drupal Modules - 7 March 2019 - 8:13pm

Base on project https://www.drupal.org/project/date_popup

Provides a HTML 5 date popup for all Search API date views filters.

Categories: Drupal

Lullabot: Lullabot Podcast: Real Life Data Migrations

Planet Drupal - 7 March 2019 - 4:00pm

Mike and Matt gather the Lullabot team around the campfire to discuss real world data migrations into Drupal, and everything that goes into it.

Categories: Drupal

Palantir: MidCamp 2019

Planet Drupal - 7 March 2019 - 3:43pm
MidCamp 2019 March 20 - 23, 2019 brandt Thu, 03/07/2019 - 17:43 DePaul University, Chicago, Illinois MidCamp (official site)

This year is the sixth annual Midwest Drupal Camp (aka MidCamp). Palantir is excited to sponsor this year’s event and also have multiple Palantiri presenting sessions!

Palantir Sessions and Events

Community Working Group Update and Q&A by George DeMet

The mission of the Drupal Community Working Group (CWG) is to uphold the Drupal Code of Conduct and maintain a friendly and welcoming community for the Drupal project. In this session, CWG members George DeMet (gdemet) and Michael Anello (ultimike) will provide an update on some of the CWG's recent activities and what the group is working on in 2019, as well as answer audience questions.

  • Thursday @ 2:50pm
  • Room 314A


Federated Search with Drupal, SOLR, and React (AKA the Decoupled Ouroboros) by Matt Carmichael and Dan Montgomery

Our session will begin with a tour through a recent project developed by Palantir.net for the University of Michigan — bringing content from disparate sites (D7, D8, Wordpress) into a single index and then serve results out in a consistent manner, allowing users to search across all included properties. We’ll discuss how we got started with React, our process for hooking up to SOLR, and how we used Drupal to tie the whole thing together.

  • Friday @ 9am
  • Room 324


Overcoming Imposter Syndrome: How Weightlifting Helped Me Accept My Place in Tech by Kristen Mayer

Weightlifting and tech. On the surface, these two things may not seem to have much in common, but as a woman trying to navigate both of these male-dominated spheres, I’ve often been intimidated and doubted whether I really belonged. In this session, I’ll look at the strategies that helped me overcome imposter syndrome in the gym, and my journey of applying them to my professional life. I hope that anyone attending this session will walk away feeling empowered about their position and skills within the tech community!

  • Thursday @ 3:40pm
  • Room 312


Understanding Migration Development in Drupal 8: Strategies and Tools to See What's Happening by Dan Montgomery

Migrations in Drupal can be challenging for developers because the tools and strategies to get started and peer behind the curtain are different than those used in most backend development. This is an intermediate topic intended for developers who have a basic understanding of Drupal 8 concepts including plugins and the way entities and fields are used in Drupal to manage content.

  • Thursday @ 11:40am
  • Room 314B


Game Night!

Head to the second floor for a fun night of board games, camaraderie and conversation. Camp registration is required to attend this event.

  • Thursday from 6-9pm
  • 2nd Level


We'll see you there!

Thu, 03/07/2019 - 12:00
Categories: Drupal

Lingotek Comment Profile

New Drupal Modules - 7 March 2019 - 11:02am

Allows comments to inherit the Lingotek profile from the commented entity.

Categories: Drupal

Andrew Allanson, Ackk Studios: Life after YIIK - by Jessica Paek

Gamasutra.com Blogs - 7 March 2019 - 8:07am
We got to talk to Andrew Allanson, one of the developers behind YIIK: A Postmodern RPG, to discuss their most recent release and learn a little bit about their upcoming project, Starstruck.
Categories: Game Theory & Design

The Sego Blog: Long Island Drupal Meetup - "Decoupled Drupal in Practice Review"

Planet Drupal - 7 March 2019 - 7:55am
03/07/2019Long Island Drupal Meetup - "Decoupled Drupal in Practice Review"

In our last meetup here on Long Island, we reviewed Preston So's recent book "Decoupled Drupal in Practice". We had the opportunity to record the meetup, figured it can't hurt to post it here!

Categories: Drupal

OSIRIS. Part 1. Preparing for an Early Access. Trip to the Heaven. Dark Dubstep. - by Azat Khafizov

Gamasutra.com Blogs - 7 March 2019 - 7:49am
This is the first article about OSIRIS game, which is producing by Azat Khafizov Design. Short description of the project and future plans are given.
Categories: Game Theory & Design

CKeditor inline image style

New Drupal Modules - 7 March 2019 - 7:43am

Allow user to select image style while adding inline images using CKEditor

Categories: Drupal

Gnomecast #61 – Meet a New Gnome: Pete Petrusha

Gnome Stew - 7 March 2019 - 5:06am

Join Ang and get to know one of the newest Gnomes, Pete, in this “Meet a New Gnome” episode of Gnomecast! Learn about Pete’s gaming origin story and his plans for future games and Gnome Stew articles! Will Pete be able to avoid the stew this week?

Download: Gnomecast #61 – Meet a New Gnome: Pete Petrusha

Check out Pete’s game Dreamchaser, available for print purchase from the Imagining Games shop or Indie Press Revolution and available in PDF on DriveThruRPG.

Keep up with all the gnomes by visiting gnomestew.com, following @gnomestew on Twitter, or visiting the Gnome Stew Facebook Page. Subscribe to the Gnome Stew Twitch channel, check out Gnome Stew Merch, and support Gnome Stew on Patreon!

Follow Pete at @vembranor on Twitter and check out his work at the Imagining Games website or on Facebook.

Follow Ang at @orikes13 on Twitter.

Categories: Game Theory & Design

Apigee Edge Extras

New Drupal Modules - 7 March 2019 - 4:57am

Additional enhancements for the Apigee Edge module by Pronovix.

Categories: Drupal

Rest Entity Recursive

New Drupal Modules - 7 March 2019 - 4:54am

Provides new "json_recursive" REST format which exposes all fields and referenced entities by default.

Categories: Drupal

Agiledrop.com Blog: DrupalCamp London 2019: Impressions from my first Drupal event

Planet Drupal - 7 March 2019 - 4:51am

We attended DrupalCamp London the first weekend in March of 2019. This was also the very first Drupal event for me, and I wanted to share my experience with the community. I hope you enjoy the read!

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Categories: Drupal

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