Newsfeeds

Arcane Wonders Announces Senshi Board Game Coming This May

Tabletop Gaming News - 22 February 2018 - 8:00am
Arcane Wonders has announced a new strategy game that will be making its way to game shop shelves this May. It’s called Senshi. In it, players take on the role of warrior monks. Their master is ailing, and each student is trying to show that they have learned the master’s teachings the best, looking to […]
Categories: Game Theory & Design

Entity Access Conditions

New Drupal Modules - 22 February 2018 - 7:47am
Categories: Drupal

Steamforged Previews May Releases

Tabletop Gaming News - 22 February 2018 - 7:00am
The Union in Chains event left the Union decimated, with players being pulled away to join different Guilds as the Solthecian church took over the organization. In May, the results of that event will start hitting players’ tables. There’s two box sets coming, one based on all the characters that had been Union but are […]
Categories: Game Theory & Design

The Secret of Vinsen's Tomb: A Pugmire Jumpstart

New RPG Product Reviews - 22 February 2018 - 6:53am
Publisher: Onyx Path Publishing
Rating: 4
This 'quickstart' introduction to Pugmire comes in three parts: a rules and setting overview, an adventure, and a collection of pre-generated characters. It opens by explaining the core concept of the game. In a distant future, human beings have vanished and the place has been taken over by anthropomorphic dogs. They live in the ruins of the world human beings have left behind, now having evolved to walk upright on their hind legs, talk, and have developed opposable thumbs so that they can manipulate items and wield weapons. Despite wearing clothes they are still furry, though!

Many dogs deify the long-lost human beings and are driven by the desire to be adjudged a 'Good Dog' by their peers. They scavenge amongst the ruins for the legendary material 'plastic' and attempt to learn to use the things that human beings left behind - even if they consider them to be magic rather than understanding the underlying technology. These are the player-characters of this world.

The first section moves on to discuss the rules. These are based closely on Dungeons and Dragons 5e, with the standard abilities (Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma), with Skills and Tricks defining what each character is good at doing. Everything is explained in very basic terms, making this an excellent introductory game for children. Task resolution is by rolling a D20, adding apposite Skills and other bonuses and trying to exceed a target number. There's information about time in the game and about what happens when a fight breaks out, too; and the section ends with some notes on magic and spell use.

Next comes the adventure itself, The Secret of Vinsen's Tomb. This starts with a list of the primary NPCs, then there is a synopsis or overview of the entire adventure. Basically, the tomb in question is that of Vinsen Pug I, the very first king of Pugmire, and the plot concerns the retrieval (or looting if you prefer) of certain artefacts supposedly buried with him. It all starts with an assignment to find a cat who is an informant with criminal connections who has recently vanished. Where has she gone and what was she doing? Rumours hath it she was on the trail of ancient artefacts.

Once you have the information to get the party involved, the various scenes that can take place are laid out in detail. There are loads of helpful hints and tips for the first-time GM, too, so even if this is your first time it should flow smoothly. There's a clear plan of the tomb with atmospheric room descriptions coupled with notes on who is to be found there and what they are likely to do when the party wanders in. It all ends with a few ideas for further stories...

Finally, the pre-generated characters, complete with loads of background and even portraits to bring them to life. With a two-page character sheet, the entire package for each character runs to four pages. There are six of them in total, all nicely put together and - if you study the backgrounds - ready to work as a team.

Overall it makes a good introduction to the game, and should give you sufficient information and experience to be in a position to decide if Pugmire is for you and your group (or not). Presentation is to a high standard unless you use the PDF bookmarks, which start well in the first section but fail thereafter. The internal hyperlinks are a little hit and miss too. So, are you a Good Dog? Play this and find out!
Categories: Game Theory & Design

Robin Hood and the Merry Men Board Game Up On Kicsktarter

Tabletop Gaming News - 22 February 2018 - 6:00am
Ah! Ho! Ha-ha! Guard! Turn! Parry! Dodge! Spin! Ha! Thrust! Ok, so Robin Hood and the Merry Men doesn’t take place in the Warner Brothers universe, but whenever I think of ol’ Robin, I think of Daffy. And we’ve got Robin Hood up on Kickstarter with Final Frontier Games’ Robin Hood and the Merry Men […]
Categories: Game Theory & Design

VR Game Design in Recreational Dreaming: A Post-Mortem in Three Lessons - by Donald Dunbar

Gamasutra.com Blogs - 22 February 2018 - 2:06am
An exploration of VR design tips, tricks, & principles by the designer of Recreational Dreaming, a "sleepwalking simulator" for the HTC Vive.
Categories: Game Theory & Design

Commerce Guys: What's the plan for Commerce Kickstart on Drupal 8?

Planet Drupal - 22 February 2018 - 12:28am

When Commerce Guys raised $5m in 2012 to grow Drupal Commerce and its ecosystem, we invested a big chunk of it in improving our user experience for both customers and administrators. With competing platforms like Shopify and Magento really coming into their own, we knew it was essential to provide a solid out-of-the-box experience. While Drupal Commerce was and is truly unique as an eCommerce framework natively extending and deeply integrated into a CMS, it turns out "flexibility" doesn't pitch nearly as well as a polished demo.

Investing in Drupal Commerce adoption

The product we developed to address that need is Commerce Kickstart, by far the most popular Drupal distribution ever built. I named it such to underscore the fact that we intended it to be an accelerator, both for Drupal Commerce's own adoption but also for newcomers wondering how to demo and develop with the software. At its height, we supported over 13,000 sites reporting in to drupal.org, and we continue to see new sites launch with it to this day.

Building the distribution proved to be a fantastic learning experience. The project drove improvements that worked their way into many contributed modules and Drupal core itself (e.g. contributions to Views, VBO, Entity Reference, Inline Entity Form). Its broad appeal also gave us a platform to invite Technology Partners to invest in the community in a way that Drupal hadn't seen before, many of whom continue to invest in Drupal today (e.g. Authorize.Net, PayPal, Avalara).

It was a ton of work, but Bojan, Jonathan, and their team accomplished everything we set out to do and more. With the release of Commerce 2.0 last fall, we now find ourselves regularly fielding the question, "What's the plan for Commerce Kickstart on Drupal 8?" The reality is, porting Commerce Kickstart as it is to Drupal 8 would be both too costly for our team today and a poor strategy for the way the Drupal market is developing. We're doing something new again.

Accelerating adoption today

Another frequent question we field is, "Why does Drupal Commerce require Composer?" Composer is often highlighted as a barrier to Drupal 8 adoption, and I can understand why. I always felt the same way about drush. I had a UI; why did I need a CLI? I had my process and never had to battle the command line to make sure drush worked, was up to date, and did what I expected. I always felt that way ... until I buckled down and learned it. Now I can't imagine using Drupal without it.

I felt the same about Composer at first, but I was determined to learn how to use it as I learned Drupal 8 and modern PHP in general. I know I'm not the only person suffering from tool fatigue (cf. Dries ; ), so we're doing what we can to help you ease into using Composer on your own terms.

We started by releasing Ludwig last summer, a Drupal project that lets you manage Composer dependencies similarly to the familiar Libraries module. We also expanded and documented a Composer project template that lets you create a new Commerce 2.x site with composer create-project, and we then began planning how to let users customize a project template via the browser while prototyping a GUI for Composer.

With today's release of the new CommerceKickstart.com, developed in partnership with Acro Media (thanks to Shawn McCabe, Mike Hubbard, et al), we're taking the next step!

Commerce Kickstart for Drupal 8

What you'll find there is that Commerce Kickstart has been reimagined for Drupal 8 rather than rebuilt on Drupal 8. The quickest way to get up and running with Drupal Commerce today is not through a distribution as it was 6 years ago, it's through Composer. This is the tool for modern PHP developers, and we see prioritizing Composer while also making it simpler to use as essential to growing Drupal Commerce adoption both from without and within the Drupal community.

While still in its infancy, CommerceKickstart.com presents a form that lets you construct a Composer JSON file ready-made to support Commerce 2.x and the contributed modules you specify. Module categories include payment and shipping providers, product catalog and search tools, data migration, and more. As with Commerce Kickstart 2.x, it features Technology Partners whose modules we have integrated into Commerce 2.x, and we expect the selection to continue expand.

Future plans for the tool include clarifying and improving the tool's usability, adding additional modules and Technology Partners, and evolving it to continue to lower the barrier to entry for new Composer users. If you give it a whirl, we'd love to hear your ideas as well in the Commerce Kickstart issue queue.

Categories: Drupal

7 Effective Tips for Managing Your Remote Dev Team - by Sarah Kearns

Gamasutra.com Blogs - 22 February 2018 - 12:07am
With 7 little tips learn how you can effectively manage your remote dev team.
Categories: Game Theory & Design

Appnovation Technologies: Simple website approach using a Headless CMS: Part 3

Planet Drupal - 22 February 2018 - 12:00am
Simple website approach using a Headless CMS: Part 3 This is the last post of my quick Headless journey, in the first one I approached the concept of Headless and presented some solutions like Drupal, GraphCMS, Contentful and Cockpit CMS. In the second one, I extended those concepts by detailing Cockpit CMS, mostly due to the simplicity of the admin interface and the way that we de...
Categories: Drupal

Lawful GM: Consequences

RPGNet - 22 February 2018 - 12:00am
Adjudicate any situation!
Categories: Game Theory & Design

Sendwithus commerce

New Drupal Modules - 21 February 2018 - 11:32pm

Drupal Commerce integration for Sendwithus

See README.md for more information.

Categories: Drupal

Roundabout Slider

New Drupal Modules - 21 February 2018 - 10:42pm

Overview
Roundabout is a module for creating slideshows and carousel-like animations with help of a 3D Turntable jQuery Roundabout plugin. It easily converts unordered lists & other nested HTML structures into entertaining, interactive, turntable-like areas. This module currently works with views.

This project is in an early stage and doesn't support all options the js library provides. These will be added over time.

Features

Categories: Drupal

Roy Scholten: Idea: a data & content modelling UX sprint

Planet Drupal - 21 February 2018 - 5:19pm
22 Feb 2018 Idea: a data & content modelling UX sprint

During this weeks UX meeting we explored what it would mean to redesign the core Field UI. It’s definately in need of an update.

Currently all mashed together in a couple of tabs on Field UI:

  • Data modelling – Define data types and storage formats for individual fields & their relationships
  • Content modelling – Compiling individual fields into appropriate content (entity) types and configuring the input form for creating content items
  • Display modelling – Configuring different ways to display these created content items

One of the first steps towards a new and improved user interface for Field UI would be to unbraid these different types of tasks. Take it apart and put it together again in more user friendly ways.

Would be nice to kick this off with some kind of (virtual) UX design sprint, no?

Tags Drupal content modeling drupalplanet
Categories: Drupal

Lullabot: The Myth of the Forklift Migration and the Lipstick Redesign

Planet Drupal - 21 February 2018 - 4:19pm

As the digital landscape evolves, brands have to continuously give their website users richer experiences to stay competitive. They also have to consider their internal users who create and publish content to ensure their CMS actually does the job it was designed to do. This often requires migrating to new platforms that enable new functionality or redesigning a website so that it delivers the deep user experiences consumers expect.

For better or worse, website redesign combined with CMS re-platforming can be an enormous undertaking. As a result, one of the most common themes we hear during the sales process is the desire to change one major aspect of the site while leaving the others intact. This usually comes in one of two variants: 

  • “We want to migrate from [CMS A] to [CMS B] but we don’t want to change anything else on the site” (The “Forklift Migration”)
  • "We want to do a site redesign, but we don’t want to change anything on the backend” (The “Lipstick Redesign”)

With the instability of budgets and increasing pressure to show a return on investment visibly and quickly, it’s easy to understand why clients ask for these types of projects. Restricting scope means a faster turnaround and a smaller budget right? What’s not to love? Unfortunately, these projects rarely work out as planned. In this article, we will examine the problems with this approach and some solutions that may mean more upfront work but will result in a CMS implementation that pays greater dividends in the long term.

Redesigns Change Content

What can appear to be a simple design change can often have an enormous impact on back-end functionality and content structure. For instance, consider the following design change.

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In the example above, the decision was made to begin showing author credits on articles. While this appears to be a simple addition to the design, it has a ripple effect that spreads into every aspect of the system. Some examples:

  • Content created prior to this will not have an author attached, so either that content will remain un-attributed or those authors will have to be added retroactively.
  • Will this just be a text field, or will an actual author entity be created to centralize author information and increase consistency? If the latter, what will this entity look like and what other functions will it have?
  • Will this author name be a clickable link which leads to an author profile page? If so, what is the design of that page, what information will it show, and how will that information be gathered?
  • Will authors be able to edit their own information in the CMS? If so, what is the process for getting those logins created? What access rights will those authors have? If the CMS is behind a firewall, how will they access it?

This is just a small portion of the questions that such a small change might evoke, especially when adding items to a design. Another common example is when a site’s navigation is changed as part of a redesign. Once again, depending on the implementation, this can have several side effects.

  • For sections that are added to the navigation, there will need to be appropriate content added or moved so that clicking on the navigation item doesn't result in no content.
  • For sections that are removed, the content associated with those sections will have to be reviewed in order to determine what sections it should move to, or if it should be archived. 
  • For more complex changes, some combination of the above may need to happen, and the more complex the changes, the more far-reaching the content review behind them.

An existing design is the embodiment of a million decisions, and changing that design means revisiting many of those decisions and potentially starting up the entire process again. This is why a “lipstick redesign” is rarely successful. If you multiply the seemingly simple design choices described above by 100 or more, you can see that most clients quickly come to realize that a more extensive upgrade is necessary.

Migrations change design

Similarly, migration between CMSes (or between versions of the same CMS) often involves content changes that have an impact on the design. This is because a site’s design is often a careful balance between the look and feel, theming system, and CMS-provided functionality.

As an example, every CMS has its own layout and theming system, and the capabilities of these systems can be radically different from CMS to CMS. A design optimized for one system’s advantages may be extremely difficult to implement in another. Even if you could build it, it may be difficult to maintain over time because the new CMS isn't built around the same paradigms as the previous ones. In these cases, it is usually cheaper (in both time and money) to adjust the design than to rebuild the needed functionality in the new system. 

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This can even be a problem when doing major upgrades from one version of the same CMS to the next. A theme or module you relied on for layout or theming in Drupal 7 may not be available for Drupal 8, or it may have been deprecated and added to Drupal core. This means that the affected functionality will either have to be replicated to meet the existing design, or the existing design will have to change to work with the new functionality. Either way, there’s work to do.

If, as we said above, an existing design is like the embodiment of a million decisions, then cloning that design onto a new system means you have answers to all your questions, but they may be suboptimal ones in the new context. Given that, once you open the door to tweaks, you are opening a world of new questions and starting that process again whether you want to or not.

Functionality happens

In addition to the technical issues behind the these projects, there are organizational pressures that are commonly brought to bear as well. In the end, we always find that stakeholders will receive or create pressure to add new functionality on top of the forklift. The reality is that spending real money on a project that results in no functional improvements for end users is a very tough sell in any organization. Even if that approval does come, it very rarely sticks, and once new functionality gets introduced into the middle stages of a project, the impact on schedule and budget are always far greater than if they had simply been accounted for from the start.

Additionally, most re-platforming projects require a significant amount of time to go through planning, architecture, design, and implementation. During that time your business is not at a standstill, it is moving forward and developing new needs every single day. It is unrealistic to think that your entire business can pause while a migration is performed, and this is another reason why new features have a tendency to creep into projects that were originally envisioned to just forklift from one platform to another. New business needs always pop up at the most inconvenient times in projects like this.

In almost all cases, this new functionality will impact the design and content in ways that will return the affected components back to the design/revise/approve stage. This can be extremely time-consuming, as it often takes months or years just to get the initial designs approved in the first place. Additionally, if development has already started, it may need to be redone or adjusted, wasting valuable developer hours and affecting the schedule even more.

I know what you’re thinking. You’ve got this planned out all the way down the line and everyone has signed off on it. We have heard it a hundred times, and in the end, these plans always fall apart because as everyone sees the time and money being spent, they just can’t resist getting something more out of it than they planned for. When your scope, budget, and schedule are as limited as these projects tend to be, those additions can end up being much more costly than on other projects.

How to avoid these pitfalls

Having shown that these forklift projects don’t always proceed as originally envisioned, what can you do to prepare? Thankfully, there is a lot you can do to avoid these problems. 

Get your goals and priorities straight.

While a project is in planning and development, it is too easy to be swayed into adding or removing features based on an assumed “need” when they don’t actually add a lot of value. If someone comes in with a new idea, ask yourself “How will this help the site achieve its goals? Where does this fit in my priorities?” Sometimes an addition to the site’s functionality can help increase ease of use, other times you may look to give up some design elements that don’t really add value but will increase scope. Always weigh these decisions against your goals and priorities to make sure the functionality you’re building will have the highest possible impact. 

Know your content.

Perform a full content inventory before you begin; it’s an essential step in planning your migration. Without a content inventory, you won’t have the answer to questions like “What is the longest article we need to allow for?” or “How are our articles allocated into different topics and tags?” These questions come up all the time in the migration and redesign process, and having the answers at your fingertips can really help move things along. An inventory will also help to highlight content that is miscategorized, unused, or out of date. This allows you to start planning for how to deal with these items early rather than trying to force them to fit somewhere at the last minute.

Plan for added functionality from the beginning of your project.

This is best achieved by bringing all your teams together, discussing priorities, and building a wish list. With this list in hand, you can now have a discussion with potential vendors about what is and isn't doable within budget and schedule constraints. Typically the list will be required items (“We have to migrate from Drupal 7 to Drupal 8”, “We have to refresh the site’s design to make it more modern and mobile-friendly”) as well as additional functionality you’ll want to add as part of that process (“We need to improve the editorial experience around media management”, “We need a better way to organize our content that reflects real-world use cases”). 

Work with a vendor that can provide both design and development services

Many companies will get their designs done at a standard design firm, then bring those designs to a development agency for their site build. Unfortunately, most design agencies are not well-versed in CMS implementation as a concept, and especially not for the specific quirks that each individual CMS might bring to the table. This often results in designs that are difficult or even impossible to implement. Working with an agency that does both design and development ensures that your new theme can stand up to real-world implementation, and streamlines the inevitable process of tweaking the designs as changes occur throughout the project.

Be agile and prepare for the unexpected.

While everyone wants to know exactly what they’re going to get at the end of a year-long project, the fact is that real life always intrudes at just the wrong moment. This can come in the form of unplanned functionality from higher up the ladder, technical issues that turned out to be more complex than predicted, or even personnel changes within the organization. While there are things you can do to streamline these situations and make them easier (such as choosing a full-service agency as described above) to some extent you just have to embrace the chaos and accept that changes will always be happening, and you need to deal with them and roll with the punches. Working within an agile methodology can help with this, but we find that more often than not the key is more in the state of mind of the stakeholders than it is in any structure that they might apply to the project.

Conclusion

Whether you are embarking on your own “Forklift Migration” or “Lipstick Redesign”, it’s critical to recognize the inherent connection between your front-end design and back-end CMS functionality. Navigating the interplay between the two of these concerns can be tricky, especially in organizations where product and technology are the responsibility of separate teams with discrete management. 

Categories: Drupal

Victory Point Games Launches Twilight of the Gods: Seasons of Revelation Expansion Decks Kickstarter

Tabletop Gaming News - 21 February 2018 - 3:00pm
Just about any game I play, I will always be looking for more. I see what the base game has to offer and I want to add to it. Thankfully, there’s game expansions. In this case, Victory Point Games is running a Kickstarter for three new expansion decks for Twilight of the Gods. They are […]
Categories: Game Theory & Design

Blizzard using in-game rewards to promote Overwatch League streams on Twitch

Social/Online Games - Gamasutra - 21 February 2018 - 2:14pm

In collaboration with Blizzard, Twitch announced today that in-game rewards can be earned by Overwatch League viewers. ...

Categories: Game Theory & Design

Initiative Magazine Issue 10 Now Available

Tabletop Gaming News - 21 February 2018 - 2:00pm
The folks over at Robot Pigeon Publishing have been busy putting together the latest issue of Initiative Magazine. And, I’m happy to say, they’ve got it available for your downloading and reading pleasure. As always, the high-quality of Robot Pigeon comes through, as they’ve looks at the Batman board game from Monolith, as well as […]
Categories: Game Theory & Design

Joachim's blog: Regenerating plugin dependency injection with Module Builder

Planet Drupal - 21 February 2018 - 1:52pm

Dependency injection is a pattern that adds a lot of boilerplate code, but Drupal Code Builder makes it easy to add injected services to plugins, forms, and service classes.

Now that the Drupal 8 version of Module Builder (the Drupal front-end to the Drupal Code Builder library) uses an autocomplete for service names in the edit form, adding injected services is even easier, and any of the hundreds of services in your site’s codebase (443 on my local sandbox Drupal 8 site!) can be injected.

I often used this when I want to add a service to an existing plugin: re-generate the code, and copy-paste the new code I need.

This is an area in which Module Builder now outshines its Drush counterpart, because unlike the Drush front end for Drupal Code Builder, which generates code with input parameters every time, Module Builder lets you save your settings for the generated module (as a config entity).

So you can return to the plugin you generated to start with, add an extra service to it, and generate the code again. You can copy and paste, or have Module Builder write the file and then use git to revert custom code it’s removed. (The ability to insert generated code into existing files is on my list of desirable features, but is realistically a long way off, as it would be rather complex, a require the addition of a code parsing library.)

But why stop at generating code for your own modules? I recently filed an issue on Search API, suggesting that its plugins could do with tweaking to follow the standard core pattern of a static factory method and constructor, rather than rely on setters for injection. It’s not a complex change, but a lot of code churn. Then it occurred to me: Drupal Code Builder can generate that boilerplate code: simply create a module in Module Builder called ‘search_api’, and then add a plugin with the name of one that is already in Search API, and then set its injected services to the services the real plugin needs.

Drupal Code Builder already knows how to build a Search API plugin: its code analysis detects the right plugin base class and annotation to use, and also any parameters that the constructor method should pass up to the base class.

So it’s pretty quick to copy the plugin name and service names from Search API’s plugin class to the form in Module Builder, and then save and generate the code, and then copy the generated factory methods back to Search API to make a patch.

I’m now rather glad I decided to use config entities for generated entities. Originally, I did that just because it was a quick and convenient way to get storage for serialized data (and since then I discovered in other work that map fields are broken in D8 so I’m very glad I didn’t try to make then content entities!). But the ability to save the generating settings for a module, and then return to it to add to them has proved very useful.

Tags: drupal code buildermodule builder
Categories: Drupal

Achtung! Cthulhu – Zero Point – Code of Honour Savage Worlds Edition Available Now

Tabletop Gaming News - 21 February 2018 - 1:00pm
Yeah, quite a long headline there with a lot of things going on in it. The short version is that Modiphius has released the Savage Worlds version of Code of Honour, part of their Achtung! Cthulhu series. So, if you’ve wanted to play the adventure, but your gaming group really wanted to stick with/play using […]
Categories: Game Theory & Design

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