Battle Pogs Up On Kickstarter

Tabletop Gaming News - 3 February 2017 - 2:00pm
So, who here remembers Pogs? I’m sure a lot of you do. I do, though I never owned any. It never got as big in my school as it was all over the rest of the world. Well, they’re back, of sorts. Battle Pogs doesn’t have you flipping stacks of cardboard pieces. Instead, you’re looking […]
Categories: Game Theory & Design

No Disintegrations Now Available for Star Wars RPG

Tabletop Gaming News - 3 February 2017 - 1:00pm
There’s a lot of not-so-great people in the Star Wars universe, and someone has to bring them to justice. The various police forces can’t always keep up, so it’s up to the bounty hunters in order to get the job done. And if they pick up some money on the side by doing jobs for […]
Categories: Game Theory & Design

Warlord Games Previews Test of Honour Samurai Miniatures Game

Tabletop Gaming News - 3 February 2017 - 12:00pm
Warlord Games has many fine games on the market. If you’re a fan of ancient historicals, there’s Hail Caesar. If you like a more Napoleonic feel, there’s Black Powder. You’ve got Pike & Shotte in there. Of course, you can’t forget WWII in Bolt Action. Though most of that has a rather Western-civilization angle on […]
Categories: Game Theory & Design

At GDC 2017 Niantic will show you how it built Pokemon Go to be a planet-scale game

Social/Online Games - Gamasutra - 3 February 2017 - 11:22am

Pokemon Go took the world by storm last year, and if you come to the Game Developers Conference later this month you'll learn exactly how Niantic built it to work consistently on a global scale! ...

Categories: Game Theory & Design

Friday Snippets

Tabletop Gaming News - 3 February 2017 - 11:00am
We’ve made it back to Friday. The weekend stretches before us like an empty canvass, ready to be painted with all the colors in life’s palate… Man, listening to Chuck Mangione while typing posts will do something to me, apparently. But anyway, it’s time to stuff ourselves once more on some bite-sized gaming stories. On […]
Categories: Game Theory & Design

Attend GDC 2017 and spend a day learning to build better eSports!

Social/Online Games - Gamasutra - 3 February 2017 - 10:21am

If you're planning to attend the Game Developers Conference later this month, organizers want to make sure you don't miss out on all the cutting-edge eSports-focused talks taking place at the show! ...

Categories: Game Theory & Design

Forge World Taking Orders For Coronus Grav-carrier

Tabletop Gaming News - 3 February 2017 - 10:00am
As I’ve said, space janitors in the 41st millennium have all the coolest things. The Legio Custodes get these cool Coronus Grav-carriers to get from place to play. Best we had was a couple gators (like, not actual alligators, but those 6-wheeled vehicles) back at the Arena. Ah well, you can order your Grav-carriers now […]
Categories: Game Theory & Design

Aye, Dark Overlord! Now Available

Tabletop Gaming News - 3 February 2017 - 9:00am
Ah, the best laid plans of giant mice monsters and goblin henchmen… The Dark Overlord’s latest plan for world conquest has failed and someone’s going to have to answer for this. Everyone’s pointing fingers at one-another, hoping to not be the one cast into the pit of eternal torment. But will your story save you […]
Categories: Game Theory & Design

TheodorosPloumis blog: Presenting DREC (DRupal Eight Commands)

Planet Drupal - 3 February 2017 - 8:47am

DREC is a collection of basic bash scripts that work together to accomplish common development tasks for Drupal 8.x projects. In simple words drec uses shell commands, unix utilities, drush, drupal console, git, docker and other software that all together can install, update, clone etc a Drupal project.

The main problem I wanted to solve with drec is to setup and update a local development environment from scratch for a Drupal distribution on LAMP. So, you should probably use drec locally or on a development environment and not on a production server. I created this for Linux but it could also play well with any unix* system (hope so).

Some of the characteristics of drec is that it can run commands in chain and that it uses a configuration file (.drecfile) where each project can keep useful details about it that drec can (re)use when running.

Here is a list of the current drec commands:

Command Description git-clone Clone a site from a git repo create-folder Create the project folder delete-folder Delete the project folder create-vhost Create a virtualhost for project's domain delete-vhost Create a virtualhost install-drupal Install Drupal using drush prepare-install Prepare a Drupal site for installation (public files, writable settings etc) create-docker Create a docker container delete-docker Delete a docker container create-drush Create a drush alias delete-drush Delete a drush alias composer-install Run composer install on the project folder composer-project Run composer create-project ... on the project folder create-db Create a mysql database download-db Download a mysql database delete-db Delete a mysql database askme Asks user to continue or exit init Create a *.drecfile settings file on the ~/.drec folder delete-project Delete all project files, database, container, drush alias etc projects Show all *.drecfile filenames inside ~/.drec folder debug Show variables on cli

and here are some usage examples:

// Clone a project and start a docker container with mapping folders drec init,git-clone,create-docker // Clone a project from a git repo, create a virtualhost and create a new configuration file drec init,git-clone,create-vhost // Create a new database, clone from git repo, prepare for Drupal installation and install Drupal drec init,create-db,git-clone,prepare-install,install-drupal // Just debug a configuration file and read its values drec debug /path/to/MYFILE.drecfile drec debug filename/of/.drecfile


Issues, suggestions and your opinion are always welcome.


View drec on Github


Categories: Drupal

February Releases Available For Dark Age

Tabletop Gaming News - 3 February 2017 - 8:15am
It might be winter, but that doesn’t mean there aren’t things that go “bump” in the night you should be concerned about. The February releases for Dark Age are up and they feature a lot of the Dargyri Shadow Caste. But if your response to spiders is “Kill it with fire!” there’s the Fire Caste […]
Categories: Game Theory & Design

New Releases For Bolt Action From Warlord Games

Tabletop Gaming News - 3 February 2017 - 8:00am
Fridays are generally big release days for Warlord Games. Today’s certainly no different. They’ve got quite a bunch of Bolt Action figures available now over in their webshop. From a new supplement to new infantry units to new tanks, it’s a bit of everything for both Americans and Germans. From Warlord: Battle Of The Bulge […]
Categories: Game Theory & Design

TheodorosPloumis blog: Writing Documentation for Drupal 8.x teams

Planet Drupal - 3 February 2017 - 7:47am

Last year I had the chance to collaborate with a Drupal company in Greece for a large scale Drupal 8.x project. One of these that you say Drupal was made for!

It was early 2016 when Drupal 8.x had just arrives. At that time thing were a bit confusing (although promising) with the new Drupal version. Composer adoption was still in "alpha", popular Drupal contributed modules where not ready for production, new concepts in core had to be learned, Phpstorm (or another advanced IDE at least) was required etc. In general things were unclear and the development team needed a guide in order to avoid the "search on Google" disease.

One of my responsibilities for this project was to document the "best practices" and HowTo​ work with the new Drupal version, with software such as git, Docker, composer and all the software needed. In plain English I had to create, maintenance and update the official documentation of the project.

After some discussion we had internally we decided to publish these docs using the platform under an open source license (Open Publication License). We did this not only to make the things easier for us or reuse the knowledge we got but also to get help from anyone else that wanted to do the same. The audience are people that already know Drupal 7.x and want to dive into Drupal 8.x. In fact, I was also learning new concepts and methodologies (but, yes, with Drupal we never stop learning new things, don't you agree?)

Copying the first lines of the docs to get the purpose of the docs:

A useful manual for Drupal developers, themers and site builders that want to start collaboration work with the new Drupal 8.x stuff.

The initial documentation created to help us in the maintenance and development of a complex Drupal 8.x distribution but became more generic and public available in the future.

Common best practices are in place and new methodologies of development are proposed on this manual.

Before starting I 'd like to describe a bit the project I am talking about.

It was a multilingual portal with multidomains, unified Dashboard per (sub)domain, content workflows and many content types and fields. More about the parameters can be found at We decided to use Features module and Drush make files, Github and the Git Flow model for the git branches. We were also using Docker for local development environments as also as other Shell scripts to automate the processes.

The Docs are separated into 11 major sections which are:

  1. Learn
  2. Parameters
  3. Infrastructure
  4. Development
  5. Theming
  6. Tests
  7. Reviews - Entity
  8. Reviews - Views
  9. Scripts
  10. Development thoughts
  11. Terminology


The titles of each section are self describing. Unfortunately some sections are incomplete and contain only the headers  (Scripts, Tests and Terminology).

One interesting thing I would like to promote here are the naming conventions we decided to use while developing the website (entities & fields, views, features etc).  Using the pattern field_CONTENTTYPE_SHORTNAME and other similar conventions, for example, allowed us to make changes in bulk, search for issues more easy, avoid Features issues and conflicts with configuration and "standardize" the theming. Furthermore, in order to make some human reviews for Entities and Views we created lists of checkboxes ready to be copied on a Github issue when a new Entity or Views is created.

Another one is the rules we had when setting User Roles such as that "Every custom module should define its own permissions. Never reuse an existing permission!" I still believe strongly that this rule should be implemented with Drupal core modules also but this is another issue that will not discuss now...

For the Theming we followed a variation of the Atomic Design approach (see Patternlab) and created our own "Drupal specific" folder structure expecially for the scss files. Of course for scss we set up some well known rules and linting to avoid development conflicts. Another useful thing here is that we followed the desktop first design. That means that we first designed for desktop but with mobile in mind and not the opposite since the mobile visits were a few (and there were no obvious signs that this would change in the future).

I could say a lot for the whole experience but it's better to let you "explore" the docs and take what you find may be useful. Pull requests and suggestions are always welcome.


Categories: Drupal

Ironwatch Issue 54 Now Available

Tabletop Gaming News - 3 February 2017 - 7:00am
We’re about to head into the weekend. Many of you will be headed to weekend activities. Whether that’s gaming or some other type of thing, you might find some extra time as you wait for others to show up. In that time, why not fill it by checking out the latest issue of Ironwatch magazine? […]
Categories: Game Theory & Design

Facts and Trends You Want to Know About China Game Market 2016 to 2017 [Report] - by Mantin Lu Blogs - 3 February 2017 - 6:46am
In this article, I shares some of the findings to conclude the China game market in 2016 and see what’s the trend of 2017.
Categories: Game Theory & Design

XCOM 2 and Vision: The Cost of an Illusion - by Christopher Gile Blogs - 3 February 2017 - 6:46am
There is a problem with vision in XCOM 2, but should it be fixed?
Categories: Game Theory & Design

Making a Commercial Video Game All By Yourself, Part 1. - by Darby Costello Blogs - 3 February 2017 - 6:46am
Introducing an ongoing narrative in which I document the production of a commercially viable game, entirely unaided. Each week I'll cover diverse topics, casting light into the shadowy world of doing absolutely everything yourself.
Categories: Game Theory & Design

Game Cities: A Nékromegàn Tale of Two Cities - by Konstantinos Dimopoulos Blogs - 3 February 2017 - 6:46am
An approach to urbanism as a storytelling tool, and the story of the urban design of adventure/RPG Nékromegà's opposing cities.
Categories: Game Theory & Design

Create Groundbreaking Games Using Three Words - by Jake Parmley Blogs - 3 February 2017 - 6:45am
Create truly imaginative games using three powerful words: inspiration, iteration, innovation.
Categories: Game Theory & Design

Antegods Design Update: Region control - by Peter de Jong Blogs - 3 February 2017 - 6:45am
In this blog post about our stonepunk arena action game Antegods our game Designer Wytze will share the team’s efforts to fix one of the game’s biggest issues and add some strategic depth to the game in the form of Native Regions.
Categories: Game Theory & Design

Design Notes: DOOM (2016) - by Steven Lumpkin Blogs - 3 February 2017 - 6:35am
A designer's notes taken during a playthrough of Bethesda and id software 's DOOM (2016).
Categories: Game Theory & Design


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