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How I got into Programming - by Ashley Kreuer

Gamasutra.com Blogs - 10 July 2019 - 7:13am
It started with a racehorse breaking it’s leg. In 2006 the race horse Barbaro shattered his leg during the second race of the Triple Crown. That led to me becoming the programmer I am today.
Categories: Game Theory & Design

Mobile vs Desktop UI: How They Differ In Design - by GameAnalytics Team

Gamasutra.com Blogs - 10 July 2019 - 7:09am
Mobile games can now be been seen across desktop, Nintendo Switch, and other top consoles. So when keeping all of these devices in mind, how can you make your game’s UI work across them all?
Categories: Game Theory & Design

Bay Area Drupal Camp: Registration is open for BADCamp 2019

Planet Drupal - 10 July 2019 - 6:29am
Registration is open for BADCamp 2019 Bay Area Drupal Camp (BADCamp) -- is an annual celebration of open-source software in Berkeley, California. Join us this October 2-5, 2019 for our 13th year orbiting the sun. Four days of talks, training classes, summits, contributions and socials with some of the brightest minds from all over the planet! volkswagenchick Wed, 07/10/2019 - 13:29 Drupal Planet
Categories: Drupal

Web Wash: Getting Start with Layout Builder in Drupal 8

Planet Drupal - 10 July 2019 - 6:00am

The Layout Builder module allows you to customize the design of the entity such as content types, vocabularies, etc… by offering a new drag-and-drop interface. The new interface uses your front-end theme and it offers a proper preview of the actual content which will be used.

This makes it easier to build your layouts because you won’t have to save and then see what it looks like on the front-end, you can preview your changes while building it.

The module replaces the “Manage display” page with the new layout builder once enabled. Instead of seeing all the fields on the page, you’ll see a “Manage layout” button which redirects you to the layout builder page.

The best way to learn how to use any module is by using it to build something. So let’s get into it.

In this tutorial, you’ll learn how to use Layout Builder to modify a content type and how to use the module as a page builder (this is my favorite).

Categories: Drupal

form_node_redirect

New Drupal Modules - 10 July 2019 - 5:48am

Form Node Redirect is a free module, which provides the feature on submit of content type redirect to custom path instead of default route..

Module provide the configuration form for configuring content type custom path.

https://github.com/chandravilas01/form_node_redirect

Categories: Drupal

The Indie Game Shelf: Eden

Gnome Stew - 10 July 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 and new for you to enjoy!

Eden

Eden by Marc Hobbs and Less Than Three Games is a no-prep, GMless story game designed for 3-5 players to explore the development of new human beings as influenced by their talking animal companions. It is a roleplaying game in the sense that each player creates a single character and is responsible for narrative control of that character throughout the game, but it is a story game in the sense that the mechanics focus on the structure, procedure, and outcome of a narrative. The game does not use dice, cards, or any randomizers, instead depending on narration and consensus to resolve conflicts.

The Story

The stories explored by Eden describe the emergence of the first generation of humans, who have arisen from the Garden, a setting collaboratively constructed at the beginning of play. All that is known prior to the game’s story is that the Garden is a land contained by a Wall and a Gate and is populated by these new humans and some intelligent, talking animals. Each player’s primary character is one of these humans, though as the narrative focus changes throughout the game, players may also roleplay talking animal characters or secondary human characters that are not the focus of the overall story.

Two primary themes that drive the game’s fiction are personal development and social dynamics. Personal development primarily motivates the main human characters. They begin play understanding and interacting with the world the way their favorite animals do. Over the course of play, the humans learn through interacting with more animals and other humans how they can come to understand the world for themselves and find their own place in it and a sense of their own selves. Social dynamics influence the world around these humans and generally take the form of how various animals regard the humans and their activities. Of particular interest is that the animals don’t have a moral sense; they operate on instinct. Though intelligent, they do not act like animal-shaped humans would act. Instead, they act as animals would act; they are just given the tools to communicate as humans would.

The characters’ relationships with the world may figure into individual tales, but the game as a whole is far less about the Garden than it is about the people who live there: how they act, what they learn, and how they change. Share1Tweet1Reddit1EmailAs a “no-prep” game, Eden encourages the “play to find out” ethos of story creation and does not depend on predetermined scenarios or any particular narrative goal. How (and when) the story ends is up to the players, and the game does not call for any particular advancement or resolution for characters. The setting is explicitly changed as the story progresses, but the narrative is decidedly focused on the main characters and not on the world around them. The characters’ relationships with the world may figure into individual tales, but the game as a whole is far less about the Garden than it is about the people who live there: how they act, what they learn, and how they change.

Because the bulk of the game mechanics relate to narrative procedure and because there are so few prescribed characteristics of the setting, Eden is an easy game to reskin for other stories. The core book itself contains some exciting variations on setting and play. For example, “The Playground” involves children learning how to act, and instead of talking animals, they might be guided by their toys or imaginary friends. Another variation is “Starship Eden,” which could follow newly-awakened clones being instructed by computerized artificial intelligence systems. The core components of any Eden story remain a group of protagonists looking to develop codes of belief, some established (if narrow) behaviors to draw from for inspiration, and an insulated social environment for them all to play around in. There are many stories that can be derived from that set of ingredients and themes, and all could be examined in a game of Eden.

The Game

The rules of Eden outline a structured procedure to generate stories. Much attention is paid to setting up both the overall game setting and individual scenes, but once the narrative portion of the game takes over, there are few to no mechanics that guide the story. Gameplay is divided into three main stages. The game begins with two setup phases and then proceeds to a roleplaying phase that is broken up into repeatable rounds of play.

The first setup phase concerns the setting of the story, the Garden. The Garden is assembled from different animals, lands, and other features, all determined by the players. The choices are recorded on a collaboratively drawn map, and this map will later be updated throughout gameplay as the world (and the characters in it) are changed by the fiction.

The second setup phase is dedicated to the humans in the Garden, the main characters controlled by the players as well as secondary characters that are not exclusively controlled by any specific player but who can appear in main characters’ stories and be roleplayed by any available player. This human setup stage is what would be thought of as character creation in a more traditional RPG structure, and it is a this point that characters gain a favorite animal, a Skill learned from that animal, and a Lesson imparted by learning that Skill. Skills are not mechanically significant in the sense that might be expected in other games; they are more useful as narrative prompts. Lessons form the record of the character’s development as a person; they make up what might be thought of as a moral code or some other means by which the human makes decisions or determines values.

The roleplaying stage of the game is divided into “scenes.” Each scene is framed according to a specific procedure, but once the scene framing is complete and the narrative play begins, gameplay switches to a more freeform process and ends only when the players decide it is time to end. Each player controls one scene in a “round.” The game consists of at least three rounds, but again, it is up to the players how many rounds that particular session will consist of.

Throughout play, there are two major ways that game progress is recorded. Focusing on personal development of the main characters, players can add or change (or remove!) Lessons on their character sheet, in this way showing how their main human character is growing and changing as they encounter various situations, challenges, and people. In addition, changes to the world at large are recorded on the shared map of the Garden. These changes are mostly driven by what has happened in each scene, but also they are not required to be; in some cases, changes to the Garden may take place that are unrelated to what it happening in scenes.

Finally, once the final round has ended, each player contributes an Epilogue, either about their character or about how the world was affected by their character, depending on what has happened to the character during the story.

The Shelf

Eden is available for purchase in print and PDF from Less Than Three Games and Indie Press Revolution. As previously established in this series, I do love games involving collaborative map-building. Eden specifically calls out The Quiet Year (Avery Alder/Buried without Ceremony), which I highly recommend. Some of my other favorite map-building games include Companions’ Tale (Laura Simpson/Sweet Potato Press) and The Skeletons (Jason Morningstar/Bully Pulpit Games). For a game with a similar theme of humans and their animal companions, I heartily recommend Familiars of Terra (Liz Chaipraditkul/Angry Hamster Publishing).

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

Eelke Blok: Video: The State of Drupal 9

Planet Drupal - 10 July 2019 - 4:09am

At last month's DrupalJam XL in Utrecht, the Netherlands, I gave Gabor Hojtsy's presentation on the state of Drupal 9. It was recorded - thanks DrupalJam organization! - so here is the video. You might also want to view Gabor's own presentation from DrupalCamp Belarus.

You'll need to turn up the audio, because it seems that it was recorded using the camera, not the fancy microphone I'm wearing.

Categories: Drupal

Menu Link Navigation

New Drupal Modules - 10 July 2019 - 12:33am

Provides a block that renders previous and next links for pages in the current menu trail.

Programmatic Usage

You don't necessarily have to use the block and can call the service directly e.g.

function HOOK_preprocess_page(&$vars) { $vars['navigation'] = \Drupal::service('menu_link_navigation.controller')->getNavigation('main'); }

Then in your page template you can render the navigation with {{ navigation }}

Categories: Drupal

Test Mate

New Drupal Modules - 9 July 2019 - 8:24pm

Placeholder description - will be updated soon

Helper module to alter existing site content and other configurations when running tests.

The use case is running BDD tests with Behat on existing sites with live content. During the test, existing content may be in the way of the test content created during the test, leading to false positives. This module allows to alter such content lists to exclude live content.

Categories: Drupal

BADCamp 2019: We're open for Registration!!

Planet Drupal - 9 July 2019 - 4:52pm
We're open for Registration!! volkswagenchick Tue, 07/09/2019 - 23:52
Categories: Drupal

For Warframe, live support means seeing development as a marathon, not a sprint

Social/Online Games - Gamasutra - 9 July 2019 - 3:02pm

Digital Extremes chief operating officer Sheldon Carter says that a big part of the reason Warframe has survived for nearly seven years is that its team sees development as a marathon, not a sprint. ...

Categories: Game Theory & Design

Out & About On The Third Rock: Seeding and maturing agility in large enterprises

Planet Drupal - 9 July 2019 - 2:47pm
Last month I was at DrupalJam XL for a second consecutive year. Thank you for having me folks! as always visiting .NL is an adventure! For many years at Cons and Camps my topic has revolved around agile lead social … Continue reading →
Categories: Drupal

Group Bulk Operations

New Drupal Modules - 9 July 2019 - 12:24pm

This module creates an Action plugin that can assign/update a user's group role for multiple groups in once.

When you are managing a site with many groups, it could be painful to update a user's role for multiple groups, e.g. giving a user admin role in tens of groups, which requires changing configurations repeatedly for each group . This module provides the capability to update a user's roles for as many groups as you want in one time.

Categories: Drupal

Harvest Api

New Drupal Modules - 9 July 2019 - 11:59am
Categories: Drupal

The AI of GoldenEye 007 - by Tommy Thompson

Gamasutra.com Blogs - 9 July 2019 - 9:27am
One of the most influential FPS titles of all time, GoldenEye defied expectations and set the standard for NPC AI for future generations.
Categories: Game Theory & Design

Srijan Technologies: Why Decoupling Drupal with GatsbyJS is a Great Choice

Planet Drupal - 9 July 2019 - 8:33am

In our previous blog - Demystifying the Decoupled Architecture - we discussed how decoupled architecture has become an increasingly popular choice to build enterprise-grade websites.

Categories: Drupal

Mathematical modeling for translational research of new CRSD medication

Virtual Reality - Science Daily - 9 July 2019 - 8:02am
Mathematicians' new modeling has identified major sources of interspecies and inter-individual variations in the clinical efficacy of a clock-modulating drug: photosensitivity and PER2 level. This enabled precision medicine for circadian disruption.
Categories: Virtual Reality

Mobile Game Monetization: Where to Start - by Kate AppFollow

Gamasutra.com Blogs - 9 July 2019 - 8:00am
Making your game profitable is one of the most desired goals for any game developer. If monetization comes too late, you won’t make it back. Here are some app monetization tips to help you start off your monetization strategy and increase revenue.
Categories: Game Theory & Design

Delivery

New Drupal Modules - 9 July 2019 - 7:56am
Categories: Drupal

Behind the Curtain: Uncovering Secret Hidden Game Mechanics - by Caleb Compton

Gamasutra.com Blogs - 9 July 2019 - 7:49am
Sometimes, in order to create the experience they want for players developers have to get a little...sneaky. This article looks at some of the hidden mechanics that developers have placed into games throughout the years.
Categories: Game Theory & Design

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