Method speeds testing of new networking protocols

Virtual Reality - Science Daily - 22 March 2017 - 8:09am
Researchers present a system for testing new traffic management protocols that requires no alteration to network hardware but still works at realistic speeds -- 20 times as fast as networks of software-controlled routers.
Categories: Virtual Reality

The Mass Effect Paradox - Love it, or hate them - by Nick Halme Blogs - 22 March 2017 - 8:05am
Is it possible to respect developers while disliking some aspect of their work? Is criticism tantamount to disrespect? Why are we all so on edge after the release of Mass Effect: Andromeda?
Categories: Game Theory & Design

Badass Riders Card Game Up On Kickstarter

Tabletop Gaming News - 22 March 2017 - 8:00am
Soon, I discovered this “rock” thing was true. Jerry Lee Lewis was the devil. Jesus was an architect, previous to his career as a prophet. All of a sudden, I found myself in love with the world, so the only thing that I could do was ding-a-ding-dang my dang-along ling-long. I would think that’d e […]
Categories: Game Theory & Design

How computer Virus Simulator came to be and my plans for the future (an interview with yours truly) - by Dariusz Jagielski Blogs - 22 March 2017 - 8:00am
An interview I did with Fiona Li (xFlowerstarx) about my upcoming game.
Categories: Game Theory & Design

Composing video game music to build suspense, part 2: jarring jolts - by Winifred Phillips Blogs - 22 March 2017 - 7:59am
The 2nd of a 5-part series. Video game composer Winifred Phillips shares strategies from her GDC 2017 talk, Homefront to God of War: Using Music to Build Suspense. Part 2: Jarring Jolts, with discussion of jump scares, bumpers & whooshes.
Categories: Game Theory & Design

GameDev Protips: How To Design More Meaningful And Engaging Game Mechanics - by Daniel Doan Blogs - 22 March 2017 - 7:59am
How To Design More Meaningful And Engaging Game Mechanics
Categories: Game Theory & Design

Post-Mortem: Gorescript Classic - by Sergiu Bucur Blogs - 22 March 2017 - 7:52am
This article aims to explore the full history of Gorescript Classic, from the development stages to its initial release, to getting played by John Carmack himself, then headlined on HackerNews, and finally achieving lasting popularity on Chrome Web Store.
Categories: Game Theory & Design

Being a Woman in the Gambling Industry - by Annika Ljung Blogs - 22 March 2017 - 7:52am
How is it to work as a woman in the gambling industry? Read my experience as a game developer based in sunny Malta.
Categories: Game Theory & Design

User Engagement - by Berni Williams Blogs - 22 March 2017 - 7:49am
So, today’s topic is User Engagement. Now that we have a popular and fun game – how do we look after our players and keep them coming back day after day?
Categories: Game Theory & Design

Burning Games Launches Revised Faith Rulebook And Miniatures Kickstarter

Tabletop Gaming News - 22 March 2017 - 7:00am
Our good friends over at Burning Games are at it again. Their award-winning sci-fi RPG, Faith, is getting an updated version. They’re also adding in miniatures to the mix, because everyone loves high-quality minis! They’ve launched a Kickstarter campaign for them, and have been so kind as go give you readers here an exclusive preview […]
Categories: Game Theory & Design

The Grimm Forest Board Game Up On Kickstarter

Tabletop Gaming News - 22 March 2017 - 6:00am
We all know the story of the 3 Little Pigs. They built their houses out of straw and sticks and bricks in order to remain safe from the Big Bad Wolf. Well, those pigs had siblings who had piglets of their own. These little nieces and nephews also live in an enchanted forest and are […]
Categories: Game Theory & Design

How to plan your game convention booth - by Alexandra Dahlberg Blogs - 22 March 2017 - 6:00am
To plan a trade show booth for the first time is no easy task. In this post, I share what we learned after three years at PAX East, as well as our best tips on how to make the most of this rather cramped space.
Categories: Game Theory & Design

Blog: Tablet game, "Escape Velocity," postmortem - by David Rosario III Blogs - 22 March 2017 - 6:00am
SMU Guildhall production student, David Rosario III, reflects on what went well, what went wrong, and what lessons were learned from his first ever game project.
Categories: Game Theory & Design

Mediacurrent: Using Normalizers to Alter REST JSON Structure in Drupal 8

Planet Drupal - 22 March 2017 - 5:20am

Drupal 8 core provides for solid REST capabilities out-of-the-box, which is great for integrating with a web service or allowing a third-party application to consume content. However, the REST output provided by Drupal core is in a certain structure that may not necessarily satisfy the requirements as per the structure the consuming application expects.

In comes normalizers that will help us alter the REST response to our liking. For this example, we will be looking at altering the JSON response for node entities.

Categories: Drupal

Janez Urevc: Get ready for the Media workshop at Drupal dev days Seville

Planet Drupal - 22 March 2017 - 4:43am
Get ready for the Media workshop at Drupal dev days Seville slashrsm Wed, 22.03.2017 - 12:43

Tomorrow I'll be giving a workshop about the Drupal 8 media. As part of it we'll build a "media" site from scratch. We will start with the standard Drupal installation, add modules and configuration and see how far we can get.

If you are planning to attend the workshop and want to be fully productive I'd ask you to take some time and prepare your development environment. We will need Drupal 8 checkout with the following modules:

Besides that we'll also need Dropzone and Slick libraries, which you can install based on the docs provided in the README files of the respective modules ([1], [2]).

You can download all dependencies manually or use the project template that I provided for you. Simply clone the repository and run composer install in the project root.

Enjoyed this post? There is more! Want to learn Entity browser? Possible solution for knowledge sharing in the Drupal 8 media domain Call for Drupal 8 media ecosystem co-maintainers
Categories: Drupal


New Drupal Modules - 22 March 2017 - 4:13am

Provides an API for working with measurements.

Categories: Drupal


New Drupal Modules - 22 March 2017 - 2:26am

Catalyst, a versatile Drupal 7 installation profile will be transitioning to a Full module project (instead of an installation profile) in it's eventual evolution to Drupal 8.

Dedicating the name of this upcoming project to my friend, Brock.

Categories: Drupal


New Drupal Modules - 22 March 2017 - 1:47am
Categories: Drupal

FAITH Review and Kickstarter

Gnome Stew - 22 March 2017 - 1:00am

I’m going to run with the usual format I use on my other review site for this game review. It’s what I’m used to doing, and it seems to cover all the bases.

For the record: Burning Games approached Gnome Stew with a request for this review to coincide with their Kickstarter campaign. (More info about the Kickstarter campaign at the bottom of the review.) They provided their “starter set” free of charge, but we’re not being sponsored or paid for this review.

Just the Facts

Title: FAITH: A Garden in Hell — Starter Set

Publisher: Burning Games

Description: FAITH is a science fiction RPG set in an alternate future several hundred years from today. The universe is dark and unforgiving, and technology and biological experimentation live side-by-side with a pantheon of gods. Traveling through the stars and exploring worlds is key to the survival of humanity, and the other starfaring races.

Cover Art

Score: 4 out of 5

There are two different covers to consider here. One graces the box and the main campaign book, and the other is displayed on the rulebook that came in the box set. Both sets of artwork are very well done and evoke what to expect between the covers of the books and in the other materials in the box. I think the only thing missing from box/campaign cover art is the indication that something isn’t quite right with the “garden” the PCs find themselves in. The simple addition of a shadowy figure looming behind some plants in the garden would have really added that special touch. Even without this aspect in the artwork, these are great covers.


Score: 4 out of 5

The mechanics provided use cards, not dice, to determine who goes first, if actions can succeed, and so on. It’s an interesting economy since each player gets seven cards (with some chances to draw more) for each scene. The economy here is to use the higher scored cards for vital actions, and not waste them on things like initiative… unless, of course, going first in a round is vital to end the scene in a favorable manner. I can see the hand of seven cards being exhausted rather fast, which invokes the draw mechanic of the rules. I wish I’d had a chance to run several scenes for my regular group to test this approach to handling conflicts. I did run a “mock combat” with some of the pre-generated characters and some NPCs from the NPC deck. It flowed smoothly and seemed to work, but the cards did get used up rather fast. I guess some mental adjustment in how to approach the use of cards would be in order. I don’t think this would take too much effort.

For the players, being able to determine what the “to hit roll” actually is by playing certain card(s) is neat. This is especially true since there’s no way of knowing what the GM might have in hand to counter actions. This is a cool bluffing portion of the game, but may not go over well with players (or GMs) that aren’t very good in this area of gaming.


Score: 4 out of 5

 I think anyone that likes Firefly, but wants some “far out” elements would really enjoy this game. The text for the pre-generated characters was a little lengthy. Most players are going to glaze over before they finish the text. However, I found the stories and backgrounds of the pre-gens very interesting, but a bit restrictive. Most players are going to “break the mold” and play the characters as they please, and the pre-set information on the sheets is a bit rigid. Pre-generated characters should have some guidance on attitudes and maybe a paragraph of backstory, not a full character profile like what was presented here.

The prose in the rulebook was pretty sparse as it focused mainly on explaining the rules. See the Mechanics section for my impression of this book.

The campaign book is full of great descriptions and evoked the proper sensations and feels at the different parts of the game play. I think the “box text” was a little heavy throughout the campaign, but this barely detracted from my experience reading the book. I typically paraphrase the box text from any supplement, and the provided text would allow me to do this with ease.


Score: 5 out of 5

Burning Games made an interesting choice with their two books. They didn’t open the books with a table of contents or place an index on the last page. Instead, they placed a detailed table of contents (that almost reads like an index) on the back covers of both books. It actually took me a bit of flipping around to figure this out, but now that I know it’s there, I like it. I’m not sure this would work well for a stand-alone book, but it’s cool in a box set.

The interior layouts of both books is well done. The font fell in line with the sci-fi feel, the spacing around the headers and size of the headers made it really easy to find the sections I looked for.

There’s an additional piece that I’m not sure if it lands in layout or mechanics. It’s a little of both, but I’ll put it here. There is a GM outline of the entire campaign. It lines up with the four acts (and epilogue) of the campaign with checkboxes for the chapters, encounters, and optional events. There’s a key on the front page to assist GMs in marking success, failure, or pending events within the campaign. It’s almost like a flowchart, but much simpler than what most people picture when they think of a flowchart. I think this is a great game aid that I wish more of the complex campaigns would do. This allows the GM a high-level overview of the events and knows how one success or failure can impact something later.

The only thing I wish Burning Games had done with the pre-generated characters and the GM outline is grant permission to photocopy on the pages themselves. I know most people would do this anyway, but it’s nice to give the legal permission for these types of materials. Also, these sheets are on the typical “slick paper” that is found in RPG books. This makes it very difficult to write on with most writing implements found at a gaming table. Standard office paper would have been better, but this is a minor nit-pick.

Interior Art

Score: 5 out of 5

Since this is a box set, I’m lumping the non-box, non-book artwork into “interior art.” The “interior” items containing artwork are the character portfolios, four over-sized creature cards, a Gear & NPC deck of cards, the Playing Deck (which is key to the gameplay), and two books.

The artwork on the character folios are great. They help ground the players in what their pre-generated characters look like. The art matches the text descriptions, so there’s no dichotomy of imagery going on there.

The creature cards are key monsters and/or encounters the players must overcome during the course of the campaign. They’re great quick-reference cards, and can easily be flashed to the players without them making out the vital details on the cards. All of them are well done, but I like the Carnivorous Grove the best. It looks like a fun encounter just from the artwork alone.

The Gear & NPC deck of cards is as wonderfully illustrated as it is useful to the game. The GM gets to keep the NPC cards on their side of the screen for reference, but can flash the cards to show the players what the NPCs look like. The gear cards are also very useful to hand out and give the players ideas about what their equipment looks like.

The playing deck artwork is absolutely gorgeous! I wouldn’t mind a few prints of some of the cards hanging on my walls here at home. Most playing decks along these lines I’ve seen with other systems have simplistic artwork (for expense reasons) or it looked like the artists had done so many cards that they just “phoned in” a few illustrations. That’s not the case here.

Lastly, the interior artwork on the books is equally stunning. There are a few maps that could stand on their own as pieces of art. When a publisher does this, the maps are generally hard to read or make sense of. I didn’t have either of those problems with the maps contained within the campaign book. If I could give more than 5 points here, I would.

Bonus Points

Score: 3 out of 5

These bonus points are where I measure the “cool factor” or “I really want to play this” angles. It’s more subjective than any other section, which is why they are bonus points. By adding in these points, it’s actually possible for a game to receive more than 25 total points.

There are some neat aspects of FAITH here. I love the world built up in the campaign book, and the flowchart in the GM’s handout is top-notch work. I love the look and feel of the artwork, and the people behind putting the content of the books together really know their stuff.

I think my only “gut feel” downside to the whole game is the lack of dice and the use of a hand of seven cards to replace rolling for resolving actions. Maybe this is me being stuck in a rut with dice. I would love to have a chance to see how this plays out with my regular group and see what their opinions are of the use of cards for taking care of action resolution.

Overall Score: 25 out of 25 Overall Thoughts

FAITH looks like a neat game in an interesting space of pseudo-magical biological enhancements and far future tech. It feels a wee bit like “magical Traveller” to me, which feels like a huge dichotomy of words to use like that, but that’s the sense I get from the game. I think anyone that likes Firefly (either as a TV show or as a game), but wants some “far out” elements would really enjoy this game.

Kickstarter Campaign

The folks over at Burning Games have started up a Kickstarter campaign to fund a core book for the game. There are even miniatures involved! The minis look fantastic, and if the core book is of the same quality as the Starter Set I reviewed, you’ll be in for a treat if you back the Kickstarter. I currently have my eye on the “Believer” level, so I can land a physical copy of the book along with some bonus decks and any stretch goals that are unlocked. I’m also going to throw in some extra Euro for several sets of the player decks as add-ons just so each player can have their own deck to draw from and shuffle.

Categories: Game Theory & Design

Formatter Suggest

New Drupal Modules - 21 March 2017 - 5:42pm

Add a field formatter third party setting to suggest additional templates by way of appending a suffix.

Categories: Drupal


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