Newsfeeds

New Penny Dreadful One-Shot Adventure Available for Through The Breach

Tabletop Gaming News - 15 May 2017 - 8:00am
Pre-made adventures are a great way to have a quick plan for your gaming night. Wyrd is great about coming out with Penny Dreadful one-shot adventures for their Through the Breach RPG. They’ve got a new one that you can buy to give your group a new challenge. From the website: There is a new […]
Categories: Game Theory & Design

TMGMT Translator Yandex

New Drupal Modules - 15 May 2017 - 7:32am

Yandex translation plugin for Translation Management Tools (TMGMT) project.

Features

  • Submit translation jobs to Yandex
  • The project of course also supports implicity all the features which are provided by TMGMT like a feature-rich review process, being able to translate different sources and more.

Requirements

Categories: Drupal

Drupal core announcements: Drupal core security release window on Wednesday, May 17, 2017

Planet Drupal - 15 May 2017 - 7:02am
Start:  2017-05-17 12:00 - 17:00 America/New_York Organizers:  xjm catch David_Rothstein stefan.r cilefen Event type:  Online meeting (eg. IRC meeting)

The monthly security release window for Drupal 8 and 7 core will take place on Wednesday, May 17.

This does not mean that a Drupal core security release will necessarily take place on that date for any of the Drupal 8 or 7 branches, only that you should watch for one (and be ready to update your Drupal sites in the event that the Drupal security team decides to make a release).

There will be no bug fix or stable feature release on this date. The next window for a Drupal core patch (bug fix) release for all branches is Wednesday, June 07. The next scheduled minor (feature) release for Drupal 8 will be on Wednesday, October 5.

For more information on Drupal core release windows, see the documentation on release timing and security releases, and the discussion that led to this policy being implemented.

Categories: Drupal

Steamforged Games Announces Blacksmiths Guild For Guild Ball

Tabletop Gaming News - 15 May 2017 - 7:00am
The Farmer’s Guild, the new team coming for Season 3 of Guild Ball hasn’t quite hit the pitch yet, but I know many people are looking forward to what’ll be coming next. Well, that’s just been announced. The Blacksmiths’ Guild is coming. From the announcement: Today is one of those rare, amazing days in Guild […]
Categories: Game Theory & Design

In Love with Polygons - by Ed Kay

Gamasutra.com Blogs - 15 May 2017 - 6:46am
Why retro gaming isn’t just about pixel art and how to achieve a low poly art style in Unity. In this article I want to share a little bit my passion for polygons and explain how I’ve tried to recreate this style in my current game Hang Line.
Categories: Game Theory & Design

The rapidly changing landscape of accessibility for blind gamers - by Ian Hamilton

Gamasutra.com Blogs - 15 May 2017 - 6:46am
Accessibility for blind gamers has been a difficult area for the games industry. And under-served audience who want content, developers who want to offer it, yet often an unnecessary technical barrier between. That is finally starting to change.
Categories: Game Theory & Design

Advice for Game Dev Grads of 2017 - by Becca Hallstedt

Gamasutra.com Blogs - 15 May 2017 - 6:45am
Entering a highly competitive, saturated workforce can feel like jumping into a void, but building productive habits can help you get closer to that dream job. Here are some helpful tips that I've learned along the way!
Categories: Game Theory & Design

7 tips to showcase your game - by Emilie Mavel

Gamasutra.com Blogs - 15 May 2017 - 6:45am
Showcasing your game is always an adventure, even more so if you're an indie dev. Here are 7 tips we wish we knew when we started showcasing our games.
Categories: Game Theory & Design

The 4th Wall: Let's Look at Metal Gear Solid - by Joshua Adam

Gamasutra.com Blogs - 15 May 2017 - 6:45am
There's a fine line between what can be considered a performative element versus a more casual 4th wall break. Metal Gear Solid does both.
Categories: Game Theory & Design

Can I actually Just Ski? - by Randy OConnor

Gamasutra.com Blogs - 15 May 2017 - 6:44am
Randy dives into the design of Just Ski, an incredibly challenging but interesting mobile game by Jeff Weber.
Categories: Game Theory & Design

My Mom, Game Designer - by Richard Flanagan

Gamasutra.com Blogs - 15 May 2017 - 6:44am
My mother is the greatest game designer I know Learning design through play, my mother helped me develop my creative tool set to be a better designer and maker, and she deserves a shout out on Mother's Day.
Categories: Game Theory & Design

An analysis of Ninja Gaiden III: The Ancient ship of Doom - by Yilai Zhao

Gamasutra.com Blogs - 15 May 2017 - 6:44am
A good game is timeless. When I look back, there's so much to learn and secrets to find out from those masterpieces.
Categories: Game Theory & Design

A Reminder of the Harsh Realities of AAA Development - by Josh Bycer

Gamasutra.com Blogs - 15 May 2017 - 6:43am
The recent news surrounding the Hitman and Mass Effect series frames today's post talking about the ever present risks of AAA Game Development
Categories: Game Theory & Design

Writing a Match-3 game in Unity - by Dylan Wolf

Gamasutra.com Blogs - 15 May 2017 - 6:43am
An overview of how to build a match-3 game in Unity and detect matches in C# code.
Categories: Game Theory & Design

Five Suggestions for 4X Fun - by Bart Stewart

Gamasutra.com Blogs - 15 May 2017 - 6:40am
4X games often have unsatisfying endgames because their tactics-oriented mechanics get in the way of strategic fun. This article suggests several ways game designers can emphasize strategic play to keep 4X games enjoyable all the way through.
Categories: Game Theory & Design

ThinkShout: What to Think About When You're Thinking About a Redesign

Planet Drupal - 15 May 2017 - 6:30am

Websites, like most things, have a lifespan. At first, they are new and shiny and aligned with both your organization’s goals and current web trends and best practices. As time goes on, however, technology continues to progress, and your organizational goals will probably evolve as well.

If you’ve worked through a full Discovery process to develop an information architecture that supports your organization’s core mission, then all you may need to update is the look and some of the site content. But if you haven’t engaged in an in-depth Discovery process before, you may find that your site is not only technically outdated, but also no longer reflects who you are as an organization.

So it’s time to think about a redesign. The good news is, starting your new project with a full Discovery will help you create a site structure that will serve your needs not just for the new version of the site, but for years to come. Additionally, if you build your new site on a widely-used and well-supported open source CMS platform (like Drupal or Wordpress), you won’t need to switch systems every couple of years. For example, Drupal 8, the latest version of Drupal, is expected to have a lifespan of 8-10 years.

Investing time and energy to develop a strong foundation now will set you up for success in the future. But how can you ensure your website redesign gets off to the right start?

Here at ThinkShout, we believe that technical excellence and award-worthy design should be a given, and that our focus should be on building you a site that helps you connect with your constituents and meet your goals. Through numerous discovery engagements with many different organizations, we’ve uncovered some key questions to ask during the initial requirements gathering phase that will help ensure the solution we create meets your needs and serves your mission.

Here are some things to think about when you’re thinking about a redesign:

What are Your Organizational Goals?

Before you dive into the specifics of your website, let’s take a step back and think at a higher level. Defining your organizational goals will help make sure that the solution you and your vendor create not only looks good and functions well, but will also support the fundamental mission of your organization.

So it’s important to take a moment to think about what your organization’s goals are. What issue are you working to address? What does success for your organization look like? The more specific and measurable these goals are, the better. Measuring your progress towards your higher level goals can help you assess the success of your project.

What are Your Project Goals?

Now it’s time to zoom in and focus on this project itself. Project goals should be tangible, attainable, and measurable. They may include a mixture of internal goals (perhaps relating to how you are able to manage the website) and external goals (how your users interact with the website: engagement, donations, tracking, etc.).

It may be helpful when thinking about your project goals to determine how they relate to your organizational goals. Can you map your project goals to the organizational goals they support? If not, perhaps you should consider if that particular goal for the project is even necessary – or if it can be deprioritized.

For example, if your organization is a local animal shelter, one of your organizational goals may be to increase pet adoption. Website project goals that support this higher-level goal might be to post profiles for adoptable pets online, or allow facilitate adoptions through your website.

Identifying and then prioritizing your project goals may also help you define what success will look like for your redesign project. How will you measure progress towards these goals? Which goals need to be met for the project to be successful?

Who are Your Audiences?

A website only adds value for your organization if your audiences use it, and mostly people will come to your website looking for information, driven by their own needs and motivations. If you focus primarily on your goals, you may end up with a website that is geared towards your organization’s needs and structures, but that does not allow your users to easily access the information they seek.

Defining who your audiences are will allow you to put your users first when redesigning your website. Once you know who your audiences are, you can determine what content will satisfy their needs, sparking the trust that will allow you to nudge them to take an action beneficial to you.

These questions are just a starting place for your website redesign. A full discovery process will delve more deeply into your programs and departments, your needs and wants, and what makes your organization tick. But asking yourself these three questions before you start will help give you an anchor to help you ensure that your new website engages your users and supports your mission.

Categories: Drupal

Blood Bowl Season 2 Available For Pre-Order

Tabletop Gaming News - 15 May 2017 - 6:00am
The new season of Blood Bowl is now available to order from Games Workshop. If you were hoping for some of the teams from the older version of the game that weren’t there in the latest version (for example, Lizardmen for me), you’ll be happy to see that they’re here, as well as some new […]
Categories: Game Theory & Design

WaterFall Views Display

New Drupal Modules - 15 May 2017 - 1:59am
Introduction

This adds a new display style to views called "WaterFall". Similar to how you
select "HTML List" or "Unformatted List" as display styles.

This module apply waterFall js from
http://www.jqueryscript.net/layout/Pinterest-Style-Responsive-Web-Layout...

Categories: Drupal

IN THEORY: WHEN NOT TO RESTART

Gnome Stew - 15 May 2017 - 1:00am

In a previous column, we looked at some reasons why you might want to restart with a new campaign. Maybe players have maxed out their characters, met all their goals, or maybe you just need a fresh start as a gamemaster (GM). However, there may be times when you may want to restart, but probably should keep on with the current game.

In this article, we’ll look at some reasons for NOT restarting. We’ll also look at some ways to manage the urge to restart. As with anything, these are meant to provide food for thought, not proscriptions or rules.

PLAYERS ARE STILL HAVING FUN
Sometimes a new genre or system is tugging at your GM heart. Maybe a new movie or the latest edition of your game system just came out. However, your players are having a blast with their current characters and have built up relationships with NPC’s in your game world. In this case, forcing a restart on the group might be a bad idea.

If a new edition has your eye, you may want to just house-rule a few things from it into your current campaign. Who knows, players may like it so much that they’ll want to make the switch. If a different genre has your attention, offer to run a one-shot and see if your players are interested. You can also “reskin” an adventure so that is fits your current genre. Perhaps your fantasy characters come a across a strange new island or pocket civilization and must make first contact. Perhaps they obtain a tower that let’s them travel to anyplace (or time) on their planet. Little nods to other genres might help you resist the urge to throw the baby out with the bathwater.

DEAL BREAKER
For some players, restarting can be a deal breaker. They may be very committed to their characters or a particular rules edition. They are playing in your world, and using that particular system for a reason. That’s not to say that you have to run the same campaign or rules system forever. Just be aware that some players may not make the move with you.

To possibly prevent losing players, you might run a one-shot to give players some exposure to the new system. No promises, but this may help you keep those current players in your game.

BAD SESSION
A bad session or two can really do a number on your gamemastering confidence. You might think that this game just isn’t working and it’s time to restart. Resist that urge and give it a few more sessions. Sometimes you or the players are just having a bad night. Spend a little more time fleshing out your NPC’s and encounters for your very next session and things will most likely go better. Even longtime GM’s have a bad night. It’s just part of the deal.

TOO OFTEN
Some gaming groups change systems and campaigns frequently. That’s great, but may not work in every gaming situation. For most groups, restarts should happen occasionally. This provides a sense of familiarity for players, and a chance for their characters to advance and mature. So how often is too often? That’ll vary from group to group. A rule of thumb might be that if you are restarting more than once or twice a year, it may be too often.

CONCLUDING THOUGHTS
Starting over can bring new energy to your gaming. However, restarting does have its own concerns. Talk to your players to see if they think it’s time. It might not be just yet, and you don’t want to overturn the checkerboard too early.

How about you? What problems or concerns have you had with restarting? What games have turned out better than expected because you hung in there? Let us know below.

Categories: Game Theory & Design

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