Newsfeeds

Valve introduces limits for new games to prevent 'fake' ones from gaming Steam

Social/Online Games - Gamasutra - 18 June 2018 - 11:17am

"We don't believe these constraints will negatively impact real games in any way, and the removal of fake games should improve the store experience for everyone." ...

Categories: Game Theory & Design

View Export PDF

New Drupal Modules - 18 June 2018 - 11:01am
Categories: Drupal

Monday Terrain Corner

Tabletop Gaming News - 18 June 2018 - 11:00am
And we’ve circled back around to the start of the work week. But, never fear, it will eventually be the weekend again, and more gaming will be had. And, with gaming, sometimes comes terrain. So, to make sure your gaming tables look as good as possible, let’s head into the Terrain Corner. Today we have: […]
Categories: Game Theory & Design

New Virai Available For Beyond the Gates of Antares

Tabletop Gaming News - 18 June 2018 - 10:00am
The latest faction for Beyond the Gates of Antares is hitting tabletops. They’re the Virai, and they’re very different from the other factions already out there. Not altered humans, they’re an entirely artificial form of life. All those drones the other factions use are nothing compared to the creations of the Virai. The Virai Dronescourge […]
Categories: Game Theory & Design

Player Engagement For Viral Acquisition: Study by GetSocial and SEGA Hardlight - by Viral Patel

Gamasutra.com Blogs - 18 June 2018 - 9:58am
Study with SEGA HARDlight on what makes some games go viral, while the others struggle to keep their acquired users engaged. The study includes insights from more than 40,000 players who had been invited to the game Sonic Forces: Speed Battle
Categories: Game Theory & Design

Video Game Deep Cuts: Another Grim E3 World - by Simon Carless

Gamasutra.com Blogs - 18 June 2018 - 9:01am
This week's highlights include lots of E3 news, a Grim Fandango reading to remember, and a stellar analysis of Another World/Out Of This World.
Categories: Game Theory & Design

Man-O-War Theme Force Now Available For Warmachine

Tabletop Gaming News - 18 June 2018 - 9:00am
In Khador, the philosophy is “bigger is better.” So they don’t just make warjacks, they make huge warjacks. They don’t just make armored soldiers, they make huge armored soldiers. They are the Men-O-War. And they are getting a new theme force box for Warmachine. There’s also a new version of one of the original warcasters […]
Categories: Game Theory & Design

Fantasy Flight Previews TIE Reaper For X-Wing

Tabletop Gaming News - 18 June 2018 - 8:00am
Not every TIE is a single-seater fighter. The TIE basics allow for all sorts of alternate versions, including things up to shuttles in size. In this case, we have the TIE Reaper. Not as nimble or swift as its smaller cousins, it can still play quite a role in a fight, as we see in […]
Categories: Game Theory & Design

Game Design Beyond Screens & Joysticks - Conclusion (5/5) - by Tatiana Vilela dos Santos

Gamasutra.com Blogs - 18 June 2018 - 7:29am
Tatiana Vilela dos Santos is an indie game designer and digital artist making games with special interfaces. She gave in March 2018 a 60 minutes talk at the GDC titled Game Design Beyond Screens and Joysticks. This article discusses details of this talk.
Categories: Game Theory & Design

Virtual reality headsets significantly reduce children's fear of needles

Virtual Reality - Science Daily - 18 June 2018 - 7:26am
Almost anyone can relate to being afraid of needles and injections. A pilot study is the first to use a 3D virtual reality headset to test this tool as a distraction method in a pediatric setting. Children were given the choice of a roller coaster ride, helicopter ride or a hot-air balloon ride. Results show that anticipated versus actual pain and fear were reduced in 94.1 percent of the pediatric study subjects.
Categories: Virtual Reality

What Will the Effect of Instant Gratification Have on Video Games? - by Peter Smalls

Gamasutra.com Blogs - 18 June 2018 - 7:13am
How much of an impact will it have in the future after already taking over the world of micro-transactions?
Categories: Game Theory & Design

Dragonball Xenoverse 2: On Reward Structures - by Cale Plut

Gamasutra.com Blogs - 18 June 2018 - 7:12am
This is another post on my continuing game journals. I recently finished Dragonball Xenoverse 2, despite not actually liking the gameplay that much. I thought and wrote about why.
Categories: Game Theory & Design

A Prefab Primer - by Nathan Cheever

Gamasutra.com Blogs - 18 June 2018 - 7:11am
Grouping objects for repeat use is a way to manage them remotely as well as letting others work on the same scene together. If you've never heard of Prefabs or want to know how to make them more powerful, give this a look!
Categories: Game Theory & Design

Syndicate (2012): On User Feedback - by Cale Plut

Gamasutra.com Blogs - 18 June 2018 - 7:11am
In my continuing game journal, this time I look at 2012's Syndicate. The game has a lot going for it, but I had issue with one mechanic. More accurately, I really liked one mechanic, but I didn't use it to its fullest because of the presentation.
Categories: Game Theory & Design

Penis problems: Designing the erotic user-interface of It is as if you were making love - by Pippin Barr

Gamasutra.com Blogs - 18 June 2018 - 7:10am
A short essay on making an erotic game with classical user-interface elements and the challenges of avoiding a penis-centric reading of the slider.
Categories: Game Theory & Design

The Basics of Localization, Part 6 - by Michelle Deco

Gamasutra.com Blogs - 18 June 2018 - 7:08am
Machine translation is a readily available tool for localization teams, but it's probably also not the most ideal. In Part 6 of this series, we’ll take a look at why Google Translate (and other machine translation tools) may not be your best friend.
Categories: Game Theory & Design

Why the Computer Virus Simulator doesn't have cutscenes, even though it has dialogue - by Dariusz Jagielski

Gamasutra.com Blogs - 18 June 2018 - 7:08am
Originally born out of the necessity, I've since then come to realize that I've struck gold.
Categories: Game Theory & Design

Why Dunbar's Number Means Shards are a Good Idea - by Greg Costikyan

Gamasutra.com Blogs - 18 June 2018 - 7:07am
People can sustain relationships with ~150 people. If your mobile or online game exposes your users to the whole universe of players, you are doing them a disservice.
Categories: Game Theory & Design

How to make Level Editor for 2D Platformer in Unity [15 Minutes] - by Tejas Jasani

Gamasutra.com Blogs - 18 June 2018 - 7:07am
The main objective of this blog post is to make a basic level generator and editor for a 2d plat former in Unity.
Categories: Game Theory & Design

Hook 42: Being Drupal Adjacent

Planet Drupal - 18 June 2018 - 7:05am
What It Means to be Drupal Adjacent

One of the major objectives of Drupal 8 is the desire to “get off the island.” Drupal opened its doors to using and contributing to a broader ecosystem of projects instead of replicating functionality in Drupal. We now see tools like Twig and various Symfony components in Core. Contributed modules are also able to integrate projects and Software Development Kits (SDKs). For example, Password Strength, Digital Ocean, and Hubspot API integrate through Drupal’s native use of Composer. This philosophy helps those of us that more closely identify as “Drupal Adjacent.”

I consider being “Drupal Adjacent” as having some degree of experience in Drupal but maintaining expertise in a breadth of other technology. You are capable of leveraging Drupal’s strengths along with the strengths of other tools. Drupal Adjacent architects use “the right tool for the right job.” Drupal can serve as a bi-directional tool or framework in a broader architecture of systems and other tools can serve a discrete purpose.

As I consider myself Drupal Adjacent, I want to share my experience working in the Drupal community.

Categories: Drupal

Pages

Subscribe to As If Productions aggregator