Newsfeeds

New Releases Available For Alkemy

Tabletop Gaming News - 28 November 2016 - 12:00pm
For those that have been waiting, there’s a new batch of Alkemy releases available now over in their webshop. What? You mean to tell me you’ve not been waiting for these new releases? That’s just silly. Of course you have. Let’s take a look at them. There’s 6, total. We’ve got the Knight-Errant Mordren de […]
Categories: Game Theory & Design

Monday Terrain Corner

Tabletop Gaming News - 28 November 2016 - 11:00am
Well, it’s Monday and I’m back in the office after a very long and very nice weekend. 3 days of gaming/eating and then a chill day at home and watching my first Christmas movie of the year (National Lampoon’s Christmas Vacation, to be exact). Since Thursday was a holiday, we didn’t get the terrain corner […]
Categories: Game Theory & Design

Augmented reality advances learning especially in informal science education context

Virtual Reality - Science Daily - 28 November 2016 - 10:13am
The aim of a new research project was to analyze learning using Augmented Reality (AR) technology and the motivational and cognitive aspects related to it in an informal learning context.
Categories: Virtual Reality

Kingdom Death: Monster 1.5 Up On Kickstarter

Tabletop Gaming News - 28 November 2016 - 10:00am
Pretty much every gamer out there knows of Kingdom Death. The original Kickstarter campaign made over $2mil. But then… oh the troubles. It was one of the campaigns that took the longest to actually deliver. However, from all I’ve seen, it was worth the wait… and worth the weight, since the final game’s components made […]
Categories: Game Theory & Design

Webform currency

New Drupal Modules - 28 November 2016 - 9:07am

Currency component for webform

Categories: Drupal

Cyber Monday Sales

Tabletop Gaming News - 28 November 2016 - 9:00am
The weekend might be over, but the weekend sales aren’t. Cyber Monday is here and there’s still some new deals to be found. What sort of deals? Just go check ’em out. But note: many of these end today, so you’d better be quick. Novus Design Studio 2016 Annual Customer Appreciation Sale Once a year […]
Categories: Game Theory & Design

Kris Vanderwater: A response to Maxime: On Drupal and Drupal Commerce

Planet Drupal - 28 November 2016 - 8:30am
A response to Maxime: On Drupal and Drupal Commerce by Kris Vanderwater -- 28 November 2016

This blog was originally intended as a comment on Maxime's medium post. It got long, and I am loath to create content for mega-sites. As such, I responded with a post of my own, which is exactly what Maxime did to Robert Douglass' original Facebook post... I guess we all have our competing standards ;-)

Categories: Drupal

Package!? Strategy Game Up On Kickstarter

Tabletop Gaming News - 28 November 2016 - 8:00am
Who doesn’t like getting a package in the mail? These days (and considering those of you in the audience), there’s a good chance it’s that game you’ve been waiting on seemingly forever since the Kickstarter campaign ended. Well, once the campaign for this game ends, you’ll be waiting for a package of Package!?, a new […]
Categories: Game Theory & Design

Honey Rose post-mortem, and the rules of engagement - by Pierre Sylvain Coq

Gamasutra.com Blogs - 28 November 2016 - 8:00am
Honey Rose was released on September 29th, 2016. What happened since then?
Categories: Game Theory & Design

Places by the Way Module Series for 5th Edition Up On Kickstarter

Tabletop Gaming News - 28 November 2016 - 7:00am
It’s one thing to get a one-shot module to augment your D&D game. It’s another to get a group of them that you can sprinkle throughout a larger campaign, creating effectively a “B-story” for everything else that might be going on. That’s just what the Places by the Way module set looks to create. It’s […]
Categories: Game Theory & Design

GameDev Protips: How To Assemble The Perfect Game Development Team - by Daniel Doan

Gamasutra.com Blogs - 28 November 2016 - 6:54am
How to assemble the perfect game development team.
Categories: Game Theory & Design

Disastr_Blastr Post-Postmortem - by Joel Christiansen

Gamasutra.com Blogs - 28 November 2016 - 6:51am
From the wasteland of Greenlight to the nirvana of Steam release—a year in the life of an indie arcade shooter about a block that shoots blocks at other blocks in a world made of blocks. Experience abstract minimalist destruction in Disastr_Blastr!
Categories: Game Theory & Design

How Many Mechanics Should a Game Have? - by Rob Lockhart

Gamasutra.com Blogs - 28 November 2016 - 6:50am
First off, I acknowledge that this is the wrong question to ask. The better question is: "How can I determine how many mechanics my game should have?" This essay gives my own opinion on that question.
Categories: Game Theory & Design

It's what's inside that matters: on the generation of procedural organs - by Yanko Oliveira

Gamasutra.com Blogs - 28 November 2016 - 6:49am
For my PROCJAM entry this year, I did a demon dissection game and yes, it's as weird as it sounds. It's one of the prototypes for my current project, Bestiarium. In this post, I discuss some rather mundane techniques required for doing such a weird game.
Categories: Game Theory & Design

How and why we designed a game for sexually abused children - by Menno Deen

Gamasutra.com Blogs - 28 November 2016 - 6:48am
VilDu?! is a game-tool which may enrich therapeutic sessions for victims of sexual abuse. This post-mortem explains why and how the game was developed.
Categories: Game Theory & Design

Why "Achievement Unlocked" Works - by Ben Sim

Gamasutra.com Blogs - 28 November 2016 - 6:44am
Points, badges and leader-boards all play a part in engaging the user to progress in a game. But why? Virtual mementos and trophies are just that - virtual, intangible. But it taps into something much greater... something as deep as the human psyche...
Categories: Game Theory & Design

Death of Repetition, Repetition - by Keanu Concepcion

Gamasutra.com Blogs - 28 November 2016 - 6:37am
When designers create horror games, they must be wary of including commonly seen mechanics like death for the sake of familiarity, since it causes the player to experience the same exact moment over again but without the suspense.
Categories: Game Theory & Design

Animal Crossing and its Nonviolent Incentives - by Dalton Chancellor

Gamasutra.com Blogs - 28 November 2016 - 6:37am
Animal Crossing is a game built on nonviolent incentive systems, which are worth being studied and quantified in order to make games with better incentive systems.
Categories: Game Theory & Design

Best Free Game Making Tools - by Jessica Gust

Gamasutra.com Blogs - 28 November 2016 - 6:37am
Make your own games with these free tools!
Categories: Game Theory & Design

Button Link Formatter

New Drupal Modules - 28 November 2016 - 6:28am

This modules adds a link formatter that transform a link field output in a "button like" Bootstrap anchor.

Categories: Drupal

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