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heykarthikwithu: Drupal core SimpleTest module is deprecated

Planet Drupal - 13 November 2019 - 9:44pm
Drupal core SimpleTest module is deprecated

The SimpleTest module has been deprecated in Drupal 8, and will be removed in Drupal 9. Production sites should never have SimpleTest module installed since it is a tool for development only.

karthikkumardk Thursday, 14 November 2019 - 11:14:32 IST
Categories: Drupal

Gumlet

New Drupal Modules - 13 November 2019 - 9:01pm
Categories: Drupal

myDropWizard.com: What happens when the Drupal Security Team marks a module as unsupported?

Planet Drupal - 13 November 2019 - 6:44pm

You may have noticed that today the Drupal Security Team marked 16 modules as unsupported, due to the module maintainer not fixing a reported security vulnerability after a sufficiently long period of time.

Among those modules, there were a few very popular ones like Admininistration Views and Nodequeue, which have have reported ~118k and ~40k sites using them, respectively.

Everytime a popular module is unsupported, there's a certain amount of panic and uncertainty, so I wanted to address that in this article, both for the Drupal community at large and for our customers in particular, because we promise to deploy security updates the same day they are released.

Read more to see our perspective!

Categories: Drupal

PreviousNext: PreviousNext's Open Source Contribution Policies and Initiatives for the Drupal Community

Planet Drupal - 13 November 2019 - 6:03pm

PreviousNext builds open source digital platforms for large scale customers, primarily based on Drupal and hosted using Kubernetes, two of the world’s biggest open source projects. With our business reliant on the success of these open source projects, our company is committed to contributing where we can in relation to our relatively small size. We get a lot of questions about how we do this, so are happy to share our policies so that other organisations might adopt similar approaches.

by Owen Lansbury / 14 November 2019

We learned early on in the formation of PreviousNext that developers who are passionate and engaged in open source projects usually make great team members, so wanted to create a work environment where they could sustain this involvement. 

The first step was to determine how much billable work on client projects our developers needed to achieve in order for PreviousNext to be profitable and sustainable. The figure we settled on was 80%, or 32 hrs per week of billable hours of a full time week as the baseline. Team members then self manage their availability to fulfil their billable hours and can direct up to 20% of their remaining paid availability to code contribution or other community volunteering activities. 

From a project management perspective, our team members are not allowed to be scheduled on billable work more than 80% of their time, which is then factored into our Agile sprint planning and communicated to clients. If certain team members contribute more billable hours in a given week, this just accelerates how many tickets we can complete in a Sprint.

If individual team members aren’t involved or interested in contribution, we expect their billable hours rate to be higher in line with more traditional companies. We don’t mandate that team members use their 20% time for contribution, but find that the majority do due to the benefits it gives them outside their roles. 

These benefits include:

  • Learning and maintaining best-practice development skills based on peer review by other talented developers in the global community.
  • Developing leadership and communication skills with diverse and distributed co-contributors from many different cultures and backgrounds.
  • Staying close to and often being at the forefront of new initiatives in Drupal, whether it be as a core code contributor or maintaining key modules that get used by hundreds of thousands of people. For example, the Video Embed Field that Sam Becker co-maintains is used on 123,487 websites and has been downloaded a staggering 1,697,895 times at the time of publishing. That's some useful code!  
  • Developing close working relationships with many experienced and talented developers outside PreviousNext. In addition to providing mentoring and training for our team, these relationships pay dividends when we can open communication channels with people responsible for specific code within the Drupal ecosystem.
  • Building their own profiles within the community and being considered trusted developers in their own right by demonstrating a proven track record. After all, it's demonstrated work rather than the CV that matters most. This often leads to being selected to provide expert talks at conferences and obviously makes them highly desirable employees should they ever move on from PreviousNext.
  • If our team members do get selected as speakers at international Drupal events, PreviousNext funds their full attendance costs and treats their time away as normal paid hours.
  • Working on non-client work on issues that interest them, such as emerging technologies, proof of concepts, or just an itch they need to scratch. We never direct team members that they should be working on specific issues in their contribution time.

All of these individual benefits provide clear advantages to PreviousNext as a company, ensuring our team maintains an extremely high degree of experience and elevating our company’s profile through Drupal’s contribution credit system. This has resulted in PreviousNext being consistently ranked in the top 5 companies globally that contribute code to Drupal off the back of over 1,000 hours of annual code contribution.

In addition to this 20% contribution time, we also ensure that most new modules we author or patch during client projects are open sourced. Our clients are aware that billable time during sprints will go towards this and that they will also receive contribution credit on Drupal.org as the sponsor of the contributions. The benefits to clients of this approach include:

  • Open sourced modules they use and contribute to will be maintained by many other people in the Drupal community. This ensures a higher degree of code stability and security and means that if PreviousNext ceases to be engaged the modules can continue to be maintained either by a new vendor, their internal team or the community at large.
  • Clients can point to their own contribution credits as evidence of being committed Drupal community supporters in their own right. This can be used as a key element in recruitment if they start hiring their own internal Drupal developers.

Beyond code contributions, PreviousNext provides paid time to volunteer on organising Drupal events, sit on community committees, run free training sessions and organise code sprints. This is then backed by our financial contributions to sponsoring events and the Drupal Association itself.

None of this is rocket science, but as a company reliant on open source software we view these contribution policies and initiatives as a key pillar in ensuring PreviousNext's market profile is maintained and the Drupal ecosystem for our business to operate in remains healthy. 

We're always happy to share insights into how your own organisation might adopt similar approaches, so please get in touch if you'd like to know more.

Tagged Drupal Community, Core contribution
Categories: Drupal

Tag1 Consulting: A Deep Dive Into Yjs Part 2- Tag1 Team Talk #005

Planet Drupal - 13 November 2019 - 2:28pm
Description Yjs, one of the most powerful and robust frameworks for real-time collaborative editing, enables developers to add shared editing capabilities to any application with relatively little effort. In order to make it so easy to use and extend Yjs, the framework abstracts all the complexities, many moving pieces, and deep technical concepts involved in empowering offline first, peer to peer, real time collaboration. In this Tag1 Team Talk, we continue our deep dive into Yjs with the founder and project lead of this collaborative editing framework to learn more about how it enables not only collaborative text editing but also collaborative drawing, collaborative 3D modeling, and other compelling use cases. In particular, we focus on the three core features that make up any great collaborative editing application: awareness, offline editing, and versioning with change histories. Join Kevin Jahns (Real-Time Collaboration Systems Lead at Tag1 Consulting and Founder and Project Lead of Yjs), Fabian Franz (Senior Technical Architect and Performance Lead at Tag1 Consulting), Michael Meyers (Managing Director at Tag1 Consulting), and moderator Preston So (Contributing Editor at Tag1 Consulting and Principal Product Manager at Gatsby) for the second part of our deep dive series on Yjs directly from its... Read more jgilbert Wed, 11/13/2019 - 14:28
Categories: Drupal

Tencent's online game revenue surpasses $4 billion in Q3

Social/Online Games - Gamasutra - 13 November 2019 - 1:41pm

Tencent†™s online game revenue is up 11 percent year-over-year for the quarter ending September 30, coming in at RMB 28.6 billion or just over $4 billion for the three-month period. ...

Categories: Game Theory & Design

Google plans to roll out Stadia features weekly after a barebones Nov. 19 launch

Social/Online Games - Gamasutra - 13 November 2019 - 12:17pm

"We always start with nailing the key user-journey and then proceed with releasing extra features. YouTube started with 'watch video'. For Stadia it's 'Play the Game on your biggest screen.'" ...

Categories: Game Theory & Design

Steam search suggestions & premium positioning

Social/Online Games - Gamasutra - 13 November 2019 - 10:08am

This time out, I thought it would be interesting to look - incredibly specifically - at Steam search suggestions. That is, the games that pop up when you start typing in things in Steam search. ...

Categories: Game Theory & Design

Workspace moderation

New Drupal Modules - 13 November 2019 - 9:51am

Provides a way to moderate a living workspace.

Work in progress.

Categories: Drupal

Media Library Extend

New Drupal Modules - 13 November 2019 - 7:55am
Synopsis

The Media Library Extend module is an API module that provides plugins and configuration that allow other modules to integrate with Drupal core's Media Library.

Installation

Install as you would normally install a contributed Drupal module.

Requirements

This module requires the Media Library module (experimantal in Drupal 8.7.0, stable in Drupal 8.8.0)

Categories: Drupal

JSON:API Search API

New Drupal Modules - 13 November 2019 - 7:45am

This module adds JSON:API resources that allows you to query your Search API indexes using the JSON:API spec.

Categories: Drupal

Is a Game Development Degree Worth it? - by Nadya Primak

Gamasutra.com Blogs - 13 November 2019 - 7:34am
The other day I read a fantastic write-up by Australian game dev professor Brendan Keogh titled “Are games art school? How to teach game development when there are no jobs”. It boils down to a discussion about whether a game development degree is wor
Categories: Game Theory & Design

Media Library Youtube

New Drupal Modules - 13 November 2019 - 7:31am
Synopsis

The Media Library Youtube module provides a plugin for Media Library Extend that integrates with the Youtube API to list a channel's videos and create media entities from them.

Installation

Install as you would normally install a contributed Drupal module.

Categories: Drupal

How Community Managers can create welcoming spaces for LGBTQ+ gamers - by Melissa Chaplin

Gamasutra.com Blogs - 13 November 2019 - 7:26am
A set of guidelines for Community Managers wanting to ensure the spaces they handle are friendly for LGBTQ+ people.
Categories: Game Theory & Design

Rock, Scissors, Paper design in JRPG-styled games - by John Harris

Gamasutra.com Blogs - 13 November 2019 - 7:23am
This is an excerpt chapter from the book Level Up: A JRPG Creator's Handbook, available in the current Storybundle, about using non-transitive character and monster powers to design interesting encounters.
Categories: Game Theory & Design

Going Indie in Syria - by Ramez Al-Tabbaa

Gamasutra.com Blogs - 13 November 2019 - 7:19am
We all had to struggle to make something out of life. It was not a comfortable journey, but I am grateful for how far I have gone. This is my story on how I made my first game AvoCuddle and overcame the difficulties Syrians faced.
Categories: Game Theory & Design

What links here

New Drupal Modules - 13 November 2019 - 5:59am
Summary

This module provides a sortable report of what node entities link to the currently viewed node. It does so by retaining a manifest of references in a whatlinkshere table and allows you to also see which field the reference occurs in.

Data is added/updated/removed on entity CRUD and field delete operations.

A Drupal console command is also available to scan all or individual nodes.

Categories: Drupal

The Indie Game Shelf: Dialect

Gnome Stew - 13 November 2019 - 5:00am

Welcome to The Indie Game Shelf! Each article in this series will highlight a different small press roleplaying game to showcase the wide variety of games available. Whether you’re new to the hobby and looking to see what’s out there or you’re a veteran gamer looking for something new, I hope The Indie Game Shelf always holds something fun for you to enjoy!

Dialect: A Game About Language and How It Dies

Dialect by Kathryn Hymes and Hakan Seyalioglu (Thorny Games) is a GMless(-ish) roleplaying story game designed for 3 to 5 players to explore the story of a community’s rise and fall in a one-shot session. The story is told from the points of view of specific, persistent characters and uses the community’s own unique branch of language to tell the tale. The game is, if not wholly card-based, then at least card-driven, and it requires both the core game rules and a special deck of cards used throughout play.

There is a caveat attached previously to the term “GMless” because although the structure and mechanisms of the game do not distinguish between different player roles, the game does ask one player to act as “Facilitator” to clarify rules, maintain order during play, and adjudicate at the table if needed. The role is logistical, however—truly earning the moniker “Facilitator”—and does not confer special narrative authority.

The Story

Dialect is, as the text itself makes explicit, a game about language. More specifically, it examines the development of a unique regional language form (the titular “dialect”) and its eventual extinction. The textual content of the game’s story is of a particular community or segment of a larger society that has been separated from its parent culture, but the game also provides for examination of what is lost when a language dies. The specifics of the setting are not dictated by the game and are decided upon as the first steps of play of each session (with each session of Dialect designed to tell a self-contained story). Players do also each create and play their own characters in this setting to tell the community’s story.

The arc of a session of Dialect spans the birth and death of an isolated community. Over the course of this story, a unique language is created piece by piece by players adding words and phrases to the characters’ shared vocabulary that only they understand. Roleplaying scenes make use of these new words to explore characters’ relationships with the community and each other. The story arc is divided into “ages,” and the transitions between ages also explore the way in which the community itself changes over time. Finally, the endgame examines the end of the community, the death of its language, and the implications of both to the outside world.

The Game

The frameworks for the settings in Dialect are outlined in structured playsets called Backdrops. While each Backdrop provides some information about the setting a session of Dialect will take place in, much of what the Backdrop offers are questions to be answered during the game, so even two games of Dialect using the same Backdrop are likely to turn out very differently. Even so, four core Backdrops and a dozen more contributed Backdrops are available in the core rules. In addition, Backdrops adhere to an easy-to-follow structure, and there is an entire appendix in the rules to guide you to constructing your own, so there is no shortage of ways different sessions of Dialect can be played.

At the start of a session, the players collaboratively come up with three Aspects, two of which are guided by the Backdrop and one of which is completely open-ended. The Backdrop also provides a series of Community Questions which further guide the players in explaining more detailed characteristics of the completed setting, called an Isolation. It is in this Isolation that the story of a session of Dialect takes place.

Sharing a story with others is what roleplaying games are all about, but sharing a unique language with others is what makes this game truly stand out.Share1Tweet1Reddit1EmailOnce the Isolation is created and named, each player then creates their own character for the story. Character creation involves choosing an Archetype card provided in the game deck. The Archetype provides brief prompts describing the character’s role in the community, how community members regard them, and the character’s relationships to various Aspects of the Isolation.

While the creation of the Isolation and the Characters form the setup of the session, the core loop of the game involves the creation of words and use of them in character conversations. The story told in a session of Dialect is divided into three Ages, and each Age is divided into Turns. In each Turn, a player Makes a Connection by relating a Language Card from their hand to one of the Isolation’s Aspects. The Language Card generally prompts by supplying an object, event, concept, or some other item for which the community will develop new language. Collaboratively, a new word is constructed to fulfill this linguistic need, and then a conversation is held between characters, again prompted by the Language Card. Some Language Cards may be special Action Cards that modify this usual mode of play. For example, special actions may include coming up with a nickname for someone, narrowing or expanding a word’s meaning, or even a player coming up with a new word on their own using special rules. Action Cards are, however, still followed by an in-character conversation using that turn’s new word. Throughout gameplay, words and information about the Isolation are recorded and arranged in a Language Tableau, a common area assembled from index cards that represents the culture of the Isolation and how it has evolved.

As the story progresses from Age to Age, the Backdrop provides information and questions for the players to answer about how the Isolation is changing. Each Backdrop includes two Pathways, each of which guides a different story about the community’s rise and fall. As play proceeds, one of these Pathways is followed through the Backdrop, and the story of the Isolation proceeds as the Backdrop prompts are answered by the players. Language Cards are also keyed to different Ages in the story, so as play continues, the selection of possible Language Cards also changes to reflect the Isolation’s approaching end. After the third and final Age, Legacy Cards have players choose a prompt on which to base an Epilogue they narrate about the Isolation’s impact on the world at large.

The Extra

I’m including a special additional section to this edition of The Indie Game Shelf to share a little more information about what this game book contains besides, well, a game. In support of the game itself, besides the aforementioned instructions for constructing a custom Backdrop, there is also a quite comprehensive guide to inventing completely new words from scratch without using an existing language as a base. There is also an entire chapter devoted to actions and exercises designed to foster sustaining languages in our own world, including other games you can play!

I personally find the book a delight. It features a crisp, striking layout and attractive and evocative full-page art pieces between sections. Rules explanations are supplemented with easy-to-follow play examples and illustrations, and it is clear that in addition to the game rules, the designers also put a lot of thought into the play culture and safety they think will result in the best experiences with this game.

Finally, playing the game adds a little something more than the usual exciting stories and fond memories that come from most roleplaying games. The act of constructing and sharing a whole new language creates not only a unique play experience with each session but also something special that continues to link players to each other long after the game session is over. Sharing a story with others is what roleplaying games are all about, but sharing a unique language with others is what makes this game truly stand out.

The Shelf

Dialect is available from Thorny Games in digital format as well as in both standard and deluxe physical form. Dialect is a terrific and unique game; so much so that I have difficulty listing similar titles to explore. The designers are trained linguists, and so for games along similar themes to Dialect, I heartily recommend checking out the rest of the Thorny Games catalog, which includes Sign, a parlor LARP in which players do not speak and invent a whole new form of sign language, and the upcoming Xenolanguage, a game of deciphering an alien language and how that experience changes how you see the world.

If you’ve got something on your shelf you want to recommend as well, let us know in the comments section below. Let’s fill our shelves together!

 

Categories: Game Theory & Design

Manifesto: Making Drupal easier for beginners

Planet Drupal - 13 November 2019 - 4:18am

Drupal is doing well.    The past few years (since Drupal 8 has been released), has seen the stability, power and (most importantly) the usage of Drupal increase. This is thanks to the hard work of all the organisations who support and enhance the CMS on a daily basis, whether that’s dedicating their time to. Continue reading...

The post Making Drupal easier for beginners appeared first on Manifesto.

Categories: Drupal

Google Trends

New Drupal Modules - 13 November 2019 - 1:23am

Trending Searches to see what the world is looking for. This module block holds the top searches on the basis of current trending!

Installation

  • Place the google trends module into modules directory.
  • Enable this module by navigating to: Administration > Extend
  • Setup `Google Search Engine ID` & `Google API key` into the module configuration page.
Categories: Drupal

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