Newsfeeds

The Campaign Party Card Game Up On Kickstarter

Tabletop Gaming News - 12 October 2016 - 8:00am
This year, it seems that Americans are going to have to cast their vote for someone they’re not 100% behind. No candidate is perfectly free of skeletons in their closet, but one of them will be the new ruler of the free world (Personally, I’m in favor of Pat Paulsen). Well, now you can recreate […]
Categories: Game Theory & Design

Developing Games for Web Browsers - an Overview of Two Development Frameworks - by Chris Smith

Gamasutra.com Blogs - 12 October 2016 - 7:36am
A look at a couple of applications on the web that have improved through HTML5, and how it's made making browser games easier.
Categories: Game Theory & Design

UX Review: Marvel Contest Of Champions - by Om Tandon

Gamasutra.com Blogs - 12 October 2016 - 7:35am
UX analysis of how Marvel contest simplified and resurrected classic brawler genre for mobile, applying "Supermarket" psychology of real world stores to it's digital shop, creating greater engagement and leveraging monetisation!
Categories: Game Theory & Design

How Long to Spend - by Randy OConnor

Gamasutra.com Blogs - 12 October 2016 - 7:35am
To lift his spirits, Randy makes a quick game about a balloon.
Categories: Game Theory & Design

Players For Hire: Games and the Future of Low-Skill Work - by Edward Castronova

Gamasutra.com Blogs - 12 October 2016 - 7:34am
Automation will put many people out of work. At the same time, the F2P model will shift into a play-for-hire model. These two trends, I argue, imply that within a generation, playing games will be a primary income source for low-skill people.
Categories: Game Theory & Design

How I found a definition of games after searching for 16 years. - by Oscar Barda

Gamasutra.com Blogs - 12 October 2016 - 7:34am
Finding a definition for “games” or “play” is a very perilous exercise, but a very important one. This is why despite this topic having been a dead horse for decades, I decided to beat it once more, trying to lay a new brick on the edifice.
Categories: Game Theory & Design

GameDev Protips: How To Become A Better Game Designer - by Daniel Doan

Gamasutra.com Blogs - 12 October 2016 - 7:33am
Tips on how to become a better game designer.
Categories: Game Theory & Design

Why VR will put Game Audio in the Spotlight - by Alex Riviere

Gamasutra.com Blogs - 12 October 2016 - 7:33am
VR developers need to simulate the perception of being physically present in a virtual environment: we call this the sense of presence. Simulate presence is a real challenge, and audio plays a major role in the path of reaching this ultimate goal in VR.
Categories: Game Theory & Design

Is China’s Mobile Game market really lacking innovation? - by Jason Kong

Gamasutra.com Blogs - 12 October 2016 - 7:32am
Is China’s Mobile Game market really lacking innovation? A brief discussion
Categories: Game Theory & Design

Why is social media not working for my game? - by Marije van Haarlem

Gamasutra.com Blogs - 12 October 2016 - 7:31am
The most powerful tool of this generation has many upsides (free marketing!), right? Yet social media isn’t delivering the results you expected. Let's break the problems down.
Categories: Game Theory & Design

Postmortem from an unknown indie dev - First launch on Steam - by Bruno Bombardi

Gamasutra.com Blogs - 12 October 2016 - 7:31am
About a month ago, we (Onion Core) released our first game on Steam, Trials of Azra. In this article I tell you all about the expectations, the process, and the results.
Categories: Game Theory & Design

Fantasy Flight Games Announces Beyond the Threshold Expansion For Mansions of Madness

Tabletop Gaming News - 12 October 2016 - 7:00am
It seems no matter where you go, there’s always another otherworldly horror looking to destroy everything you know and love. It’s enough to make even the strongest of minds begin to crack and strain under the pressure. But you know that your goals are true and that you must save the world again. Thankfully, there’s […]
Categories: Game Theory & Design

National Day of Spain Giveaway From Corvus Belli

Tabletop Gaming News - 12 October 2016 - 6:00am
It’s another national holiday. This time around it’s the National Day of Spain. How do I know this? Because Corvus Belli is having another of their Infinity giveaways. This time around you can get yourself a Knights of Santiago unit. As usual, there’s a hashtag and question to go with it. The hashtag is #InfinityKnightsofSantiago […]
Categories: Game Theory & Design

Appnovation Technologies: My Experience At DrupalCon Dublin

Planet Drupal - 12 October 2016 - 2:31am

This year was special for me, for the first time since DrupalCon Copenhagen (back in 2010), I was able to attend a DrupalCon, thanks to Appnovation.

Categories: Drupal

Steam Dev Days: Steam Controller - by Lars Doucet

Gamasutra.com Blogs - 12 October 2016 - 1:31am
An update on the newest improvements and features for the Steam Controller.
Categories: Game Theory & Design

Design Flow: Not The Game I Intended To Make

Gnome Stew - 12 October 2016 - 1:00am

Hydro Hacker Operatives is not the game I intended to make. I had originally set out to make a Fate-based Cyberpunk game and wound up with a Powered by the Apocalypse Hydropunk game. But game design is weird like that, sometimes you set out with a specific idea in mind and bring it to light, but in most cases what you end up with is not exactly what you intended – and then there are times like this, when what you wind up with is only a shadow of what you started with.

A Little Something Different

Normally I spend my time providing you GMing advice, but over the years I have gotten into game design and publishing. I am going to be doing a series of articles, a design journal, to chronicle how Hydro Hacker Operatives was created. Along the way, I will talk about the decisions that went into the game and mechanics that represent those decisions.

Hydro Hacker Operatives

Well, if we are going to start talking about this, at least let me tell what the game is NOW. Then we can look back at how we got here.

Hydro Hacker Operatives is a Powered by the Apocalypse game set in a dystopian future where drinkable water becomes the most precious substance on the planet. Player characters are Hydropunk Robin Hoods stealing water from the corporate Water Authority, in order to save their neighborhoods. In future articles, we will get into the setting a bit more, and soon we will have something up at the Encoded Designs website with more info and some art as well.

The Winding Route

Sage LaTorra is inadvertently responsible for this, which is somewhat ironic in that he co-created one of the most popular Powered by the Apocalypse games. Sage co-hosts a podcast, Another Question, and did a show on Cyberpunk. As it turns out, I wound up disagreeing with parts of his show, which prompted me to do my own show on Misdirected Mark (Episode 157). On that show at 01:11:30 you can actually hear where this started. Chris and I were talking about Fate rules for a Cyberpunk game, and then the light bulb went on. I had an idea for a mechanic for how to do cybernetics.

From there, I started writing a set of Cyberpunk rules for Fate – a toolkit. I worked on it for a few months and developed all the necessary pieces: Character Gen, Cybernetics, Gear,  and Hacking. I called the toolkit Cybertek, after a great cyberpunk zine of the same name from the late 1980’s. I playtested Cybertek a few times at home and at a local game store. All in all, it was coming along well enough.

What To Publish

In the Fall of 2015, I was meeting with the other partners at Encoded Designs and we were talking about Cybertek and how to publish it. There was some concern that publishing a toolkit may not be enough, that we may need a setting that was powered by Cybertek. The thought was that settings sell better than kits, so we sat around and brainstormed some ideas.

We wanted to do something that was not generic Cyberpunk. We knew that a Fate version of Interface Zero was in development at the same time, so we wanted to get a little distance from that.

 So we began to brainstorm ideas for a world where water was the most valuable resource. At about the same time, and here is the lesson for this week’s journal, I had been reading several articles about corporate water rights in California. Specifically, about a corporation bottling water for sale while the state was in a massive drought. It screamed Cyberpunk. So we began to brainstorm ideas for a world where water was the most valuable resource.

“Chance favors the prepared mind.” – Louis Pasteur (loose translation)

Here is the lesson. Fill your mind with interesting things, news, music, art, etc. Those bits float around in there until you come up with a need for a solution to a problem. Then your brain will sort through all the parts and come up with  the most interesting solutions. I would never have thought of Hydro Hackers had I not started reading that article that popped up in my Facebook feed.

And Hydro Hackers was born…well actually the name we came up with was AquaPunk, but a few Google searches would confirm that was not a name we should use.

Creating Hydro Hacker Operatives

After that meeting, I diverted my efforts into creating a game about a world where water was the most valuable resource.  To do a little foreshadowing…

  • I was at a car dealership when I came up with the Hydro Hack mechanic that would set the game apart from regular Fate or PbtA games.
  • After Gen Con and two successful playtests, I would decide to change the system from Fate to Powered by the Apocalypse.
  • Friends would convince me to bring a very primitive version of the game to a local con to test it out, and I convinced myself that PbtA was the right move.

We will get to those in future journal entries.

In Our Next Entry…

Next time, I will talk about how I created a world where water was the most precious commodity, and the mechanical changes it would create.

Categories: Game Theory & Design

Agiledrop.com Blog: AGILEDROP: Drupal's path from 4.0 to 8.0

Planet Drupal - 11 October 2016 - 10:23pm
Last time we guided you through early beginnings of Drupal. We explained how all started and how first versions of Drupal were made. This time we will look how this open-source content-management framework evolved from its fourth to its latest, eight version. Drupal 4.0 Drupal’s fourth version was released on 15. 6. 2002. It became a platform for any type of web application. Users were able to modify it and extend it to fit their needs. Developers came from all across Europe and US, so Drupal became international open source project with over 100 major pages using it. Taxonomy module, who… READ MORE
Categories: Drupal

Leopathu: Dynamic Block Weight in Drupal 8

Planet Drupal - 11 October 2016 - 10:16pm
In such a time, i want to place blocks in sidebar region with the dynamic weight. It means the blocks should render in different position for each page request. I have searched and tried lots of method but unfortunately i can’t find proper method to do that. So i have decided to do that with some hacky way.
Categories: Drupal

Leopathu: Create a custom Twig filter in Drupal 8

Planet Drupal - 11 October 2016 - 10:16pm
Twig can be extended in many ways; you can add extra tags, filters, tests, operators, global variables, and functions. You can even extend the parser itself with node visitors. In this blog, I am going to show you how to create new custom twig filters in drupal. For example we are going to create a filter to remove numbers from string, will explain with hello_world module. Create hello_world folder in modules/custom/ folder with the following files,
Categories: Drupal

Leopathu: Configure Multisite in Drupal 8

Planet Drupal - 11 October 2016 - 10:16pm
One of the most favourite and  valuable features in drupal is multisite configuration, Drupal 8 provide simple way to create multisite it reduced lots of works. The following steps shows to configure multisite in drupal 8,
Categories: Drupal

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