Skip to Content


A Maze of Murderscapes: Metroid II - by S.R. Holiwell Blogs - 29 January 2015 - 10:30pm
Metroid II: Return of Homelessness
Categories: Game Theory & Design

Less is More - by Louis Png Blogs - 29 January 2015 - 10:30pm
As one of my first few works in a long hiatus, I will like to take some time to analysis and observe the relations in data and information displayed to a user, and the difficulty curve of a game.
Categories: Game Theory & Design

Nintendo opens up automated YouTube revenue-sharing program - by Zachary Strebeck Blogs - 29 January 2015 - 10:30pm
Game lawyer Zachary Strebeck looks at Nintendo's new Creator Program, which allows revenue sharing for YouTube videos featuring Nintendo games.
Categories: Game Theory & Design

Part 3:The Problem With Verbs - by Darren Tomlyn Blogs - 29 January 2015 - 10:30pm
Our perception of the English language is causing us to perceive words to be used as verbs, even though they belong to different concepts.
Categories: Game Theory & Design

How to get greenlit in 5 days - by Svyatoslav Cherkasov Blogs - 29 January 2015 - 10:30pm
Some tips and tricks that will make your Greenlight page more attractive and help you to pass the Greenlight.
Categories: Game Theory & Design

A “Dry Eye” for William Carver: playing a violent videogame on pupil dilation - by Wai Yen Tang Blogs - 29 January 2015 - 10:30pm
An experiment analyzed the effects of playing a violent video game on player’s sensitivity to victimized people by measuring the involuntary pupil dilation responses to images and examining its mediating role on aggression.
Categories: Game Theory & Design

Why Nintendo's Creators Program is Bad News - by Ken Austin Blogs - 29 January 2015 - 10:30pm
The Nintendo Creators Program is bad for everybody but Nintendo.
Categories: Game Theory & Design

Palantir: Explaining Panels: Why I use Panels

Planet Drupal - 29 January 2015 - 1:00pm

In my last blog post I explained what the Panels Suite is and does. I explained how Panels itself is a User Interface on top of hook_theme() and theme(). That technical explanation of Panels underlines what I think is its main conceptual virtue:

Panels encourages a mental model of pulling data into a specific design component

At Palantir we're working with Design Components that are created in static prototypes. Design Components are the reusable pieces of front-end code that compose a design system. Design Components should not know about Drupal's internal implementation details. We're not alone in this thinking. (Inside the Drupal community, and outside of it).

The task of "theming a node" is now "print this node so that it renders as this design component." Unfortunately Drupal core does not have <code>hook_design_component()</code>. It has <code>hook_theme()</code>. Some of the entries in <code>hook_theme()</code> from core are essentially design components.

Entries like <code>‘item_list'</code> and <code>'table'</code> are design components. They are conceptually based around their HTML rendering. They make sense independent of Drupal. To use them as a Drupal Developer you need to get your data organized before you call <code>theme()</code> (directly or otherwise).

On the other hand, much of the Drupal core usage of <code>hook_theme()</code> is not at all design component minded. <code>'node'</code>, <code>'user'</code>, <code>'comment'</code> all have entries in <code>hook_theme()<code>. In these elements you don't have to organize your data before calling <code>theme()</code>. You can give <code>theme()</code> a node object and after that <code>template_preprocesss_node()</code> has to do a ton of work before hitting the template.

It's no coincidence that the design component-ish <code>hook_theme()</code> entries have minimal preprocessing or no preprocessing whatsoever. The design component-ish entries like </code>‘item_list'<code> know what the HTML will look like but have no idea what your data is other than you were able to get it into a list. The non-design component entries like node know exactly what the Drupal-meaning of the data is but know very little about the markup they will produce on most production sites.

Panels unites the two mindsets. It knows what the incoming data is (A node context, a user context, etc) and it knows what design component it will print as (the layout plugins.) If you put a debug statement inside of </code>panels_theme()</code> you will see the names of layouts and style plugins. These </code>hook_theme()</code> entries are more of the design components-ish <code>hook_theme()</code> entries. They know what their markup will be. And the part of Panels most people pay attention to, the drag-and-drop interface, is where you control how the data of a node is going to prepare itself for the design component.

And here is where the admin UI of Panels might set up a confusing mental model.

How it looks in the Panels admin UI

But at execution time it is

Or the way I think of it

Drupal Data → transforming Drupal data into printable variables → design components for those variables to print in

The next time I get into a discussion about Panels at a meetup, DrupalCamp, or DrupalCon, think I'll first ask, "Does Panels let you think about building websites the way you want to think about building websites?" I like to think about passing variables into encapsulated configuration associated with a specific design component. I prefer that mental model to the "show and hide based on globals" mental model of Core's Blocks or the "just call theme() on a node and figure out the overrides later" mental model encouraged by node--[content-type].tpl.php. As the Drupal community asks itself again how it wants to do rendering, let's also ask "how do we want to think about rendering?"

The rise of design component thinking in the wider Wweb development world is not turning back. Web Components and modern front end MVC frameworks encapsulate design components. They do not care about every single implementation detail and layer of a node object. They care about getting variables ready for printing and updating. Panels module may fall out of the picture once Web Components fully mature. Until then, Panels allows for us to think in ways we will need to think for Web Components to work with Drupal.

Categories: Drupal

Don't Miss: Self-promotion for game developers

Social/Online Games - Gamasutra - 29 January 2015 - 11:33am

Industry vet Raph Koster (Ultima Online) explains in this post how self-promotion is neither dishonest nor tacky -- and explains how you should step up and take credit for your work. ...

Categories: Game Theory & Design


New Drupal Modules - 29 January 2015 - 11:23am

I'm working with the creator of to see if we can integrate it with Drupal 8.

Categories: Drupal

Field lock multi values

New Drupal Modules - 29 January 2015 - 10:58am

This module:
- allow disable edit previous field values
- allow disable field values reorder

Categories: Drupal

Drupal Watchdog: Touring Drupal

Planet Drupal - 29 January 2015 - 9:51am

Drupal 8 has been all about pushing the boundaries, so why should help content be any different?

With the release of Drupal 8, we will also ship with tools to complement hook_help() entries: if you, the developer, are providing a documentation page for your module, why not also provide an interactive step by step guide on how your module works as well?

The idea of Tour isn’t a new one; it has been maturing over the past two years. It all began after the release of Drupal 7 when we decided to move the help passage from the front page to the help page. This meant that users new to Drupal would not see this text, and would have to struggle through with no guidance.

In light of that issue, the below was suggested;

How about creating a “Welcome” message that pops up in an overlay with that same information that continues to appear until either the user checks a box on the overlay saying to dismiss it or the user creates a piece of content on the site?
- Vegantriathlete, August 10, 2011

With tour.module committed to Drupal 8 core, we now have context-sensitive guided tours for Drupal’s complex interfaces, and developers have a new way to communicate with the user. It doesn’t stop at core either: contrib modules can ship with tours to describe how users can take full advantage of their modules. Distributions can also ship with tours on how to get started. Imagine a tour in the Commerce distribution that took the user through setting up products: That would be amazing! It would enable users to discover the pages they are looking for and take the guesswork out of finding pages.

Categories: Drupal

OpenLucius: Why the Bootstrap HTML framework in Drupal & OpenLucius

Planet Drupal - 29 January 2015 - 8:58am

The Bootstrap HTML framework in Drupal, we love it. That's why we build the front-end of Drupal distribution OpenLucius with it. So we love it, but why is that?

There are alternatives to integrate in Drupal websites. Below we will give you a few reasons why we currently prefer the Bootstrap framework.

Why a HTML framework

First of all, why should you use a HTML framework? These possibilities also exist:

Categories: Drupal

Pushbullet API

New Drupal Modules - 29 January 2015 - 8:31am

Simple YouTube demo | Official Website

Pushbullet API provides tools to work with the same service Pushbullet.

This module provide full realisation of Pushbullet HTTP API and integrated with Rules module.

With this module you can send pushes (notifications) to:

Categories: Drupal

Kickstarter in 2014 across all categories - by Thomas Bidaux Blogs - 29 January 2015 - 3:06am
Last year I did a general overview of Kickstarter across all categories for 2013 and now seems like a good time to go through a similar exercise for 2014. This goes wider than just video games but gives better insights on the platform and its health.
Categories: Game Theory & Design

InternetDevels: Drupal tourists in Ternopil

Planet Drupal - 29 January 2015 - 2:31am

Nothing keeps Drupal tourists from spreading the word! We are passionate for Drupal and IT, so enjoy meeting like-minded people very much! Despite the cold winter weather, Ternopil welcomed us with warmth and friendliness. How was it? Our blog post will tell.

We were getting ourselves ready for the ride for almost a month. Our brandy Drupal van wanted to make nice impression too, that’s why the journey hit off from the car wash :)

Read more
Categories: Drupal

Which of your new users are about to churn?

Social/Online Games - Gamasutra - 29 January 2015 - 1:01am

"The most significant churn occurs right after install regardless if it's on a mobile device or on the web. The first hours, not to say minutes, of game play, are critical." ...

Categories: Game Theory & Design

Are you playing D&D 5e? Excited by Pathfinder Core?

Gnome Stew - 29 January 2015 - 12:01am

What’s old is new again, almost magically. Back in 2009, the people around me were falling in love with Pathfinder–particularly for the slimmed down rules contained in one core book. It felt like a reset–a chance to get back to core of D&D adventure in a way that had been obscured by D&D’s extensive publishing throughout D&D 3.5.

Pathfinder’s trying to capture that feeling again, with a new Core Campaign that resets player options to the core rule book. It’s a chance to create characters and go through modules again without extensive cross referencing and feat lookup. It’s also a slick way to extend the life of older Pathfinder Society modules, opening them up to play by a another character for each player. I’m interested in seeing how the experiment works.

D&D 5e Publishing

The new edition of D&D is slimmed down to the core three rulebooks, a GM’s screen, and a few adventures. The only announced product for the next several months is Princes of the Apocalypse, adventure scheduled for April. There was speculation about an Adventurer’s Handbook, but it was canceled. It sounds like Wizards is planning on publishing a lot slower in the new era–which should keep it “feeling core” a little longer.

D&D 5e and Pathfinder Core in your hands

While I’m looking forward to running some different games at our upcoming Bookwyrm Con (I’ll be tackling Kingdom and Psi*Run), I’m playing a lot of D&D and Pathfinder recently. I’m curious though: are the readers of Gnome Stew playing much D&D and Pathfinder these days? Will the Pathfinder Core announcement lure you back?

Specifically, I’d love to hear about the following things:

  • Have you DMed D&D 5th Edition yet? If you did, have you run a published adventure or your own?
  • Have you played D&D 5th Edition?
  • Have you DMed Pathfinder in the last two years? Played?
  • Does Pathfinder Core sound like something you’d like to run or play in?

My answers:

  • Have you DMed D&D 5th Edition yet? If you did, have you run only published adventures or designed any adventures of your own?
    I’ve been running a lot of D&D–but it’s almost all been prepared material, either Hoard of the Dragon Queen for Encounters, Lost Mines for both my home group and as an Encounters placeholder until March, and the D&D Expeditions. For some reason, I haven’t felt the doodle my own world and scenario call from 5e yet.
  • Have you played 5th Edition?
    Yes, though I’ve run much more than I’ve played. I enjoy character generation and the backgrounds; Hogarth is my Adventurer’s League Warlock.
  • Have you DMed Pathfinder in the last two years? Played?
    I’ve run barely any Pathfinder for the last few years–just specific scenarios, no campaign. I’ve played more often–a couple of short campaigns plus some Pathfinder Society games.
  • Does Pathfinder Core sound like something you’d like to run or play in?
    Pathfinder Core is pretty well tailored to my personality. I’m enjoying a lot of game systems recently, sacrificing the system mastery that Pathfinder’s been good at encouraging with their extensive releases. Pathfinder Core seems to demand less mastery of rules, which might be more welcoming to new and casual players.

I’m very interested in hearing which branches of D&D have people excited these days. I’ve seen a few groups break out their old first edition D&D books and teach new players interested in exploring the older systems. One of the GMs who runs at the store is updating the Temple of Elemental Evil from 1st edition and running it for his 5e players before the new Elemental Evil adventure comes out.

Please let us know what you’re playing these days!

Categories: Game Theory & Design

Greetings from Magrathea: Getting Along

RPGNet - 29 January 2015 - 12:00am
Encounters and biological interactions.
Categories: Game Theory & Design

How much do indie PC devs make, anyways? (Part 6) - by David Galindo Blogs - 28 January 2015 - 11:06pm
Winding down the 2 1/2 year launch of Cook, Serve, Delicious, with two new expansions and bundles, and looking at all the sales data up to this point across PC and mobile.
Categories: Game Theory & Design
Syndicate content

about seo