All RPGs and Storygames by Tod Foley are now available at DrivethruRPG and RPGnow. Bring these games to your table!
When it comes to new tools, different workflows or any other kind of process changes, a company needs to ensure that the changes happen as smooth and resource saving as possible.
Drop Guard will undergo some big improvements this year to keep this switch for our users, developers, small Drupal shops and big agencies, as simple as possible. Besides outside-feedback from customers, we always love to hear the thoughts of our own team members. This time, we want to share an interview with our web developer Serkan Bekdemir, who’s now responsible for the Drop Guard usage in our own company, Bright Solutions.
Enjoy a scoop of honest critique and suggestions!Business Drupal Drupal Planet Drupal shops
Build custom GetResponse forms based on the custom fields you have in your GetResponse account.
This module provide a way to configure a mail for state transition by the support of workflow module. Based on the state change, Mail template can configure. This is applicable for all entities. By using this, can also trigger a mail based on role or particular mailId.
Workflow Moderation (Content Revisioning)
Workflow Moderation is a module for the configuration of workflow to create, moderate and publish content revisions.
You use it in scenario's like this:
- Authors write content that must be reviewed (and possibly edited) by moderators.
- Once the moderators have published the content, authors should be prevented from modifying it while “live”, but they should be able to submit new revisions to their moderators.
The Content Type Logo module allows admin users to provide a specific path, title,Alt Text, Image Style to an logo image for each content type.
There is an option to upload custom image for logo.
In this module we have overwritten the template(block--system-branding-block.html.twig) of Site Branding Block. If you theme has already overwritten this template make sure, in you template add the variables used in this module template.
One of the great joys and challenges of game design is playtesting. On one hand, seeing your creation doing what it is supposed to—and people enjoying it—is incredibly uplifting. On the other hand, watching your perfect mechanic break under play can be heartbreaking. Despite the emotional roller coaster, having people that are not you playing your game is a necessity. Much like gaming in general, you can playtest using one shots, or in a campaign. Playtesting with one shots is pretty straight-forward, but playtesting for a campaign is a different beast altogether . . . and happens to be the topic of today’s design journal.The Necessity of Playtesting
. . . there are some mechanisms that don’t come into play until you play consecutive sessions, and these need testing too—so we need to do campaign playtesting.
Playtesting is a crucial part of game design, much like in computer programming. This is largely because there are many similarities between the two. Both use a written set of code to act and react to input to produce output (that is its own topic for a later date). Unlike video games, RPG rules are even more tricky because they combine the freedom of player choice with GM interpretation, allowing for a nearly infinite combination of possibilities.
That could make playtesting sound too daunting to even try—but in actuality, the actions a gaming group takes are more predictable than not, so you can test for the most common cases and let GMs make their own rulings or slug it out in forums about the fringe stuff.
When we playtest a game, we want to test the mechanisms of the game through actual play. That is, we want a group of players to play the game, to see what works and what doesn’t. Now one shot playtesting can cover many of the mechanisms of the game (combat, skill checks, spells, damage, etc). But there are some mechanisms that don’t come into play until you play consecutive sessions, and these need testing too—so we need to do campaign playtesting.The Challenge of Campaign Playtesting
Campaign playtesting is tricky in some ways. For starters, you need a dedicated playtesting group who will be up for playing the game session after session. This requires a certain amount of commitment. Once you have a group, here are some other things you can run into:
- Rules changing mid-campaign – as the rules are being developed and fixed, you need to update the campaign group with a new set of rules. This sometimes means that they will need to re-build their characters between sessions.
- Slogging through broken stuff – sometimes you find something that breaks, but it keeps coming up in the game because you have not had time to fix it.
- Parts getting dropped – some parts of the game may get dropped during the campaign, so players cannot hold too tightly to anything happening in the game.
- You need to run a campaign – in addition to designing the game, you need to manage a campaign at the same time, rather than running a single scenario over and over.
Despite all that, you still need the group to come committed to seriously play a campaign, even while everything is under construction.Hydro Hacker Playtesting
For Hydro Hacker Operatives there is a large component of the game that can only be testing through campaign play. That is the Neighborhood; the place where the characters live.
The Neighborhood is its own playbook, complete with Stats and Moves. It has a mechanism for advancement through Renovations, and it has some resource allocation mechanics where you need to allocate water to its stats in order to keep the Neighborhood running. There are also Threats, similar to other PbtA games, which target the Neighborhood.
In the game, the Neighborhood activities take place at the end of a story (not a session), and Renovations take a number of stories to complete. Threats advance during play, but also grow and expand over multiple stories. So, the only way to explore those mechanisms is to run it in a campaign.
So for the past few months I have been running the game in a campaign mode, like I would if it were a game I purchased. We did character creation, session zero, and played our first story. In the coming weeks, we will begin to explore those Neighborhood mechanisms in more depth.Playtest Goals
In addition to the normal playtest goals, here is a list of campaign mechanism goals that I want to see come up in play:
- Start and complete a Neighborhood Renovation – I would like to see the characters improve some aspect of their Neighborhood through a project.
- Advance a Threat to conclusion – I would like to see one of the Threats in the campaign come to fruition, and see how it affects the Neighborhood.
- Have the players defeat a Threat – I would like to see the characters take on a Threat and defeat it.
- Become a Neighborhood Icon – I would like a character to retire into the Neighborhood and see how that changes the Neighborhood and campaign.
Playtesting is an essential part of the design process. Some things can be tested in one shots, but other mechanisms can only be tested through multiple sessions of play. Playtesting in a campaign form can be tricky as it relies on keeping a campaign going under a shifting set of rules.
Have you ever playtested something in a campaign mode? What kinds of mechanisms have you encountered that only come out during campaign play?
Workflow State Configuration
- Workflow State Config is a module for the configuration of workflow state as "Publish" and "Default Revision".
- Module is required by "Workflow Moderation" to managing the node revisions.
- Published - When content reaches this state it should be published.
- DefaultRevision - When content reaches this state it should be made the
default revision; this is implied for published states.
This modules allows to create a basic approval process for taxonomy terms. Taxonomy terms will be only created to the respective vocabulary after the approval. This module has a dependency of Taxonomy modules which is in core.
You use it in Scenario's like this.
* If you needs any approval process for taxonomy term to be created.
* Requires: Taxonomy, Node, Text, Field, Filter, User, System modules.
* To use this module enable it under "Extend".
This module provides import plugin for a module Bibcite which allows to fetch and update Bibliography posts from Pubmed.
In this post I will show you how to migrate thumbnail content from Wordpress to Drupal 8. My goals are to help you better understand the content migration process, give you starting point for future migrations, and teach you how to write process plugins and migration sources. Taxonomy terms and users migration is more straightforward so I won't cover it here.
This migration example contains templates to migrate thumbnails content. For this post, I assume the image/thumbnail field is using the Media module field. I will be using the Migrate drush module to run migrations.
First, make sure to configure your connection in your settings.php file. Add the following with proper credentials:
In Drupal 8 there are a handful of ways you can install contrib modules to your project and here we’ll discuss some of the pros and cons of each.Brett July 27, 2017
This module was conceived to grant roles with a set expiry date. A cron job handles updating the roles past their expiry date.
The initial use case was to grant roles upon successful purchase of a subscription in Drupal Commerce. This is why the continue_xid column exists - for additional subscriptions purchased.
DPS (PaymentExpress) PxPay payment method for Drupal Commerce 2.x.Configuration
- Enable the module
- Add a new payment gateway.
- Add your credentials.
Note: This only supports payments for offsite payments. No support for onsite payments yet.Related Project
This module provides a notifier plugin for the Message Notify module, allowing the latter to send messages via Slack.
This module allows an administrator to import and manage a custom style guide. It basically abuses core's menu system to provide its interface -- users manage elements in the menu tree and define style guide properties for each item (e.g. HTML, CSS, JS).