Opigno training catalog

New Drupal Modules - 9 May 2018 - 10:51am

This project is related to Opigno LMS distribution.

It manages the course catalogue feature, allowing to display the available courses within the Opigno instance, for users to subscribe, as well as the user's trainings.
It makes possible to filter trainings by category, and offers links to quickly resume trainings they have already started.

For additional details, please consult Opigno website.

Categories: Drupal

Opigno calendar event

New Drupal Modules - 9 May 2018 - 10:48am

This project is related to Opigno LMS distribution.

It makes possible to create calendar entities that can be displayed within the calendar.

For additional details, please consult Opigno website.

Categories: Drupal

Opigno calendar

New Drupal Modules - 9 May 2018 - 10:45am

This project is related to Opigno LMS distribution.

It provides the calendar feature, allowing to create events assigned to one or several users, and then to render each user's calendar.

Calendar is available as a dashboard widget as well as dedicated interfaces.

For additional details, please consult Opigno website.

Categories: Drupal

Acquia Lightning Blog: New React-based content Scheduler

Planet Drupal - 9 May 2018 - 10:28am
New React-based content Scheduler Adam Balsam Wed, 05/09/2018 - 13:28

Lightning 3.1.4 (released on 9 May) ships with a completely new content scheduler built in React. Here's an example of an editor scheduling a piece of content to be published on Friday and archived the following Monday:

We had four main goals when creating this scheduler:

  1. Simplify the UX [Issue #2935198]
  2. Make the scheduler available on content creation forms [Issue #2935105]
  3. Add ability to schedule multiple transition in serial [Issue #2936757]
  4. Give content editors the ability to set the date that content should be published [Issue #2935715]

For the first goal, we had a related team goal of creating something in React. Originally we had thought that might be an internal tool, something that never saw the light of day, or perhaps a configuration form. But when we started digging into the UX challenges of the scheduler, we realized this was a great fit. The result is a responsive, intuitive widget that sits quietly out of the way until you need to interact with it.

The second and third goals were just to fix a couple or regressions that were introduced when we moved away from the Scheduled Updates module as part of the migration to Content Moderation. Both are table stakes functionality for a usable scheduler.

Finally, the fourth goal comes from the reality that, in many workflows, content authors are often the person who knows when content should actually be published. But content authors usually don't have permission to actually publish content - and, as a result, can't schedule that transition either. This system allows site builders to create an "Approved for publish" state. Content authors can then schedule a transition from that state to "Published", but the transition won't actually happen unless an Editor moves the content into the "Approved for publish" state first. Look for more documentation about how we expect people to use that functionality in the near future.

You can find a sandbox of Lightning Scheduler - along with Lightning's other features here: (admin/admin)

Or update to Lightning 3.1.4 yourself:

$ composer require acquia/lightning:3.1.4 --no-update $ composer update acquia/lightning --with-all-dependencies

Thanks to everyone who helped with testing and UI enhancements. Please file issues in Lightning Workflow's issue queue.

Categories: Drupal

Indie Boards and Cards Launches Kodama Duo: Kindred Spirits Kickstarter

Tabletop Gaming News - 9 May 2018 - 10:00am
Not every game out there is great for 2 players. Some say they can be played there, but really can’t. And others are honestly just for 3+ players. So what’re you to do if it’s just you and your buddy? Well, if you want to play Kodama, you can back Kodama Duo: Kindred Spirits from […]
Categories: Game Theory & Design

Forsaken Forest Card Game Up On Kickstarter

Tabletop Gaming News - 9 May 2018 - 9:00am
Despite being a flatlander at heart, I do still enjoy a good forest. The trees. The animals. The haunting, malicious force that is looking to corrupt those that enter into its domain. The scent of trees. You know, that kind of thing. Forsaken Forest is a new social deduction card game up on Kickstarter where […]
Categories: Game Theory & Design

Privateer Press Seeks Web Professional

Tabletop Gaming News - 9 May 2018 - 8:00am
Maintaining websites is hard. Trust me, I know. And I’m basically at the stage where I think computers are run by little gnomes and sprites that sometimes go on vacation or have a coffee break, so everything stops working for seemingly no reason, only to start back up again also for seemingly no reason. If […]
Categories: Game Theory & Design

Fantasy Flight Previews Leia Organa Commander Expansion For Star Wars: Legion

Tabletop Gaming News - 9 May 2018 - 7:00am
While Luke Skywalker might be the Rebellion’s most famous battlefield hero, its greatest leader was no doubt Leia Organa. From bringing the Death Star plans to Obi-Wan, to coordinating the evacuation of Hoth, to helping with the strike team at the shield generator and beyond, Leia is a strong and capable commander, with a variety […]
Categories: Game Theory & Design

OpenConcept: Privacy is a Big Deal!

Planet Drupal - 9 May 2018 - 6:39am

The tech sector has undermined personal privacy in the constant pursuit of the latest shiny thing. Privacy is a core component of our democracy and is essential for free expression.

Most have assumed that it is built into the online tools that they use every day. This isn't the case. The media coverage of Cambridge Analytica and Facebook how dangerous this is. The model of surveillance capitalism put forward by Google is now very advanced. Big Data & Artificial Intelligence gives businesses more insights than Big Brother dreamed possible.

Many people are coming to the realization that some state regulation is needed if we are to protect individual freedoms.

Europe has recently instituted the General Data Protection Regulation (GDPR). This legislation is groundbreaking as it not only applies to people in Europe, but to everyone with a European citizenship. How many websites around the world know that they do not have members who have European citizenship?

For the first time, there are real fines associated with not protecting the rights of European Citizens. Violators face fines of up to 4% of annual global revenue or €20 million (whichever is greater).

Most organizations in North America are unaware of the potential implications. Most organizations here probably won't be the first targets, for the European Union, but that is a big risk. The European Commission, the EU’s legislative arm, may choose to be aggressive on the world stage.

I first got involved in looking at the GDPR in early 2017. It seemed that this regulation was something that was complex enough that it should be in Drupal Core. So I started a Drupal issue.

In a CMS like Drupal, it is fair to assume that 80% of the implementations might have some ties to the GDPR. Outside of Europe, the urgency is reduced but for most organizations, it doesn't disappear. My view was that as much as possible should be done at the root of the problem. For many organizations, that is a front facing application like Drupal or WordPress.

Now there is only a small amount that a website can do to bring you to GDPR compliance. As with accessibility, there is value in documenting what you have done for the public. Just like we have a public accessibility statement, we also one for privacy. Users need to have an easy way to know what data you are collecting and how long you keep it for.

There are good efforts in many open source communities to collaborate on building a best practice. These won't be completed for the May 25th deadline, but are still important. It is great to see the leadership from the WordPress and Typo3 communities. There are some great initiatives in Drupal too, including the formation of a Drupal GDPR Compliance Team. This is a community effort to collect and organize improve privacy in our community.

Privacy is a big thing. As with security, there are going to be some elements that really should be dealt with in Drupal Core. The GDPR legislation goes much deeper than this though and will vary much depending on the data collected. There are some great modules that released that are making this much easier. Some changes will need to be made in popular modules that collect user data. There are also challenges like dealing with backups and verifying removal.

More important than the technology is the social side of complying with the GDPR. Documenting the work that has been done, changing the organizational workflow. Ensuring that an organization is legally compliant. The biggest challenge though is in changing the culture so that we challenge ourselves to ask "why are we collecting this information?" - there is a lot of information collected that we just don't need but ask for anyway.

Topic: Primary Image: 
Categories: Drupal

Axelerant Blog: Women at Axelerant: Chapter One

Planet Drupal - 9 May 2018 - 6:11am

I sat down to speak with the amazing women of Axelerant, and they each shared their unique perspectives about what it's like being professionals in their field. In this chapter, Shweta, Avni, Trupti, and Karuna expound on this—and in their own words.

Categories: Drupal

Z-Man Games Acquires Love Letter

Tabletop Gaming News - 9 May 2018 - 6:00am
Well, it would seem as though someone has some mail. Z-Man Games has acquired Love Letter, the quick social deduction card game, from AEG. Along with the original version, this acquisition also includes some of the other versions of the game that also are out there. That’s quite a piece of mail. From the announcement: […]
Categories: Game Theory & Design - Thoughts: Last Month in Drupal - April 2018

Planet Drupal - 9 May 2018 - 6:00am
April provided plenty of news and updates in the Drupal world and here we take a look at all the best bits from the previous month.
Categories: Drupal

Virtual reality technology opens new doors of (spatial) perception

Virtual Reality - Science Daily - 9 May 2018 - 5:20am
Locating and discriminating sound sources is extremely complex because the brain must process spatial information from many, sometimes conflicting, cues. Using virtual reality and other immersive technologies, researchers can use new methods to investigate how we make sense of the word with sound.
Categories: Virtual Reality

Tales From The Loop — Review

Gnome Stew - 9 May 2018 - 5:15am

When I was a kid, I saw the movie Goonies and wanted to be those kids more than anything; out adventuring with my childhood friends. When I watched Stranger Things, I was pulled right back into my childhood and relived the idea of adventuring kids. And I am not alone in this. Recently there has been a rise in the kids on bikes genre of games, where early teens are solving mysteries. It is a genre that is picking up steam, as it resonates with older gamers who wax nostalgic, as well as younger gamers for whom those years are there or just past. Today, I am going to review one such entry in this genre, and one of the most icon ones in this emerging genre: Tales From The Loop.

Note – My first draft of this article was more objective and clinical, where I was going to do a full objective review of the game. But I LOVE this game, so this is going to be a review of the game via my own love letter about why this game is awesome. So let me get my walkman on, my Def Leppard cassette loaded and a can of New Coke poured, and then I can tell why you should be playing this game.


I received a PDF and hardcopy of this book for the review from the publisher.

Claimer… is that even a word?

I am running a Tales From The Loop campaign for my home group, and have played 6 or so sessions of the game, making me familiar with the mechanics and material. I also own the Tales From the Loop art book as well.

What Is Tales From The Loop?

My first exposure to Tales From the Loop came from the Kickstarter from by artist and creator Simon Stalenhag. Stalenhag created these amazing illustrations depicting life in a part of Sweden, located near a particle accelerator knows as The Loop. In this world, technology had made some significant leaps and by the 1980’s there were robots and a maglev ships. The island where the Loop is located is this fantastic mix of the 1980’s (VCR’s, cassette tapes, and bulky computers) mixed with mad science (mind switching, rogue robots, and the occasional dinosaur). In that backdrop, Simon painted what life for typical kids would be like: climbing on weird discarded devices, taking over a robot, wandering through scrap yards of discarded experiments. Stalenhag’s art style is evocative and nostalgic, blending the fantastic and childhood in a way that you can’t help but be drawn into.

And if the art was all we got, it would have been enough inspiration to kick off hacks of games everywhere, but instead, Free League Publishing published the Tales of the Loop RPG, using the Year Zero Game Engine.

What is this Game About?

In TFL, you play children between the ages of 10 to 15 years old. You solve mysteries. These mysteries are often science fiction in nature, due to the Loop, a massive particle accelerator that is nearby. The Loop and the company who runs it, has created numerous technological marvels and created an equal number of anomalies. The Adults are useless when it comes helping out, so you and your friends have to solve the mystery on your own. In the backdrop of your mystery solving, you have the normal trials and tribulations of children of that age, bullies, tests, crushes, etc.

What I Love About This Game

The rest of this article is going to be what I consider to be the highlights of this book. Overall this book executes wonderfully. The rules of the game support what this game is about, and there is ample material in the book to support a GM who is running this game. Though a Swedish pronunciation guide could have helped a tad…

That aside, let me show off some of the things I love about this game.

Principles Of The Loop

I am a big fan of Powered by the Apocalypse games (of which this game is not), in part, because they give the GM a set of principles to inform the GM what the game is about, and how it should run. Tales has followed suit, and included 6 principles for GMs to keep in mind when running the game.

They are:

  1. Your hometown is full of strange and fantastic things.
  2. Everyday life is dull and unforgiving.
  3. Adults are out of reach and out of touch.
  4. The land of the Loop is dangerous but Kids will not die.
  5. The game is played scene by scene.
  6. The world is described collaboratively.

Each one is then expanded upon with examples and ideas.

 For me as a GM, I started reading the rulebook and when I encountered this section, I actually yelled out into my empty living room. 

For me as a GM, I started reading the rulebook and when I encountered this section, I actually yelled out into my empty living room. While I have played enough games over the years to be able to extract this information from the book, having it laid out for me, clearly, made it clear what my job as a GM was, and what this game was going to be about.


Here we are standing on the shoulders of giants. This book is full of Stalenhag’s art, and its used thoughtfully through the book. These images are all evocative and do a lot to convey this strange version of the 80’s. The text then builds off of that. There is a whole chapter dedicated to the history of the setting as well as the geography of the loop. The default location for the game is in Sweden in the Malaren islands. The text conveys things about life in the 80’s (for you young folks), life in Sweden in the 80s (for those of us who did not grow up there), the geography of the islands, and a full history of the Loop and the state agency who controls it, Riksenergi.

If you are looking to play in the US, the game also comes with a second setting, set in Nevada, where the US loop is located. There is a chapter dedicated to this setting as well, and it covers all the same things as the Swedish one.

These setting chapters really help ground you in the setting of the game. While I was around in the 80’s, there were just enough differences between my American experience and the Swedish experience that it was helpful to read what life was like there for kids. Again, a pronunciation guide would have helped with the town names and NPC names, but we fumbled through it just fine without.


This game is about kids and there is a chapter dedicated to making your kid for the game. Overall character generation is pretty simple…in a good way. There are 4 stats and 12 skills. With a few other mechanical choices that need to be made.

There are eight archetypes in the game, that come out similar to a Powered by the Apocalypse playbook. They are: Bookworm, Computer Geek, Hick, Jock, Popular Kid, Rocker, Troublemaker, and the Weirdo. They are iconic and easy to get into. My players had no problem picking from the list nor making unique characters from the questions each archetype presents.

One of my favorite things in this section, while not mechanical, but genre enforcing, was for each character to name their favorite song. It’s a nice touch, and a way to help connect the characters to the time period.

Core Mechanic

The core mechanic to Tales from the Loop is a straight-forward d6 dice pool. In the game, when the characters face Trouble, a challenge, they will generate a pool of d6’s based on a Stat and a Skill. Normally a success is a single 6 (there are cases where it may be 2 or 3 if things are difficult), and multiple 6’s allow the character to pick Bonus Effects, based on the Skill used. These Bonus Effects have a bit of the pick list feel that you get in a Powered by the Apocalypse game.

If you fail to generate any 6’s on your roll, you have some avenues to try again, before the action fails. You can spend a point of Luck, which lets you re-roll any dice that were not 6’s. You can also Push your roll. In this case, you take a Condition and then can re-roll any dice that were not 6’s. Finally, you can invoke your Pride (something that you are known for, e.g being the smartest kid in school), and get an automatic success.

If through those options you still fail to generate any successes then the action failed. The GM, in a similar way to Powered By the Apocalypse games, will decide what will happen. There is some good advice in the section of the rules for how to do this while not causing the mystery to stall out, which is often a pitfall in other skill-based games.

During the course of play, there is a bit of a resource management aspect to the game. In order to solve the mystery you need successes, and in order to do that you are at times burning luck, or Pushing rolls and taking Conditions. Those Conditions, of which there are 5, have consequences, the four minor ones incur a -1 die to each roll, and the last has you automatically failing. Three of the conditions are emotional and two are physical. Players will want to manage these resources during the course of a session.

Luck points are recovered with each session, but Conditions require you to have a scene with the character’s Anchor (an adult) and let them take of the character. And this is one of the great parts of the game. Over time, characters will take Conditions, either through Pushing or by failing rolls. This then drives them into dramatic scenes with adults. Which in turns refreshes them and allows them to continue to investigate.

There is no formal combat mechanic. Any kind of “fight” the kids get in is handled with the same trouble mechanic, using existing skills, and can result in taking a condition for damage.

Finally, there is the Extended Trouble, which is like a montage action, where the players need to amass a total number of successes against a difficulty. Each picks an action they will take in the Extended Trouble and then rolls. If they are close to the number they can also burn some Conditions to make it a success. This mechanic is best employed at the end of the mystery, but I have also used it in times when the characters have any kind of elaborate plan they want to enact.

 The mechanics are light enough that the focus is going to reside on the mystery but interesting enough that when someone picks up dice, you are going to want to see how it turns out. 

Overall the mechanics of the game are easy to understand, and your players will pick them up quickly. The mechanics are flexible enough to cover any situation that comes up in the game, and the Extended Action is a great way to quickly resolve a group action. The mechanics are light enough that the focus is going to reside on the mystery but interesting enough that when someone picks up dice, you are going to want to see how it turns out.


This game is about mysteries, and it delivers them in three ways…

The first way is that there is a chapter dedicated to Mysteries and it provides a nice formula for creating your own mysteries in the game. There are phases for each part of the mystery, and each one is given an explanation and examples. In addition, the book gives you several flow charts for how clues can be found and how they lead to the showdown at the end of the mystery. If you have never written a mystery before, this chapter is a great starting point. Even if you have written mysteries, the formula and advice in this chapter are solid. This chapter is gold and will ensure that GMs who are not familiar with mysteries can write their own material for the game.

Next up… The Mystery Landscape. This chapter is a mystery sandbox. It contains locations and people found throughout the islands and the plots and mysteries they are involved in (if you are playing the US loop, they tell you the equivalent names and locations for every entry). Each entry contains what is going on as well as hooks for how to involve the players and a countdown of what will happen as this progresses. In addition, in the character chapter, the archetypes have a section that allows players to pick a few connections into the NPCs of the Mystery Landscape. You could run a campaign of Tales from the Loop from this chapter alone.

But wait! There’s more! The end of the book contains 4 more chapters, each one their own complete mystery. The four mysteries are tied together and take place during the four seasons of the year. Each one is written using the formula from the Mystery chapter. They are easy to follow, they contain tips on how to keep the mystery flowing, and contain sketches of all the major NPCs. Honestly, I rarely use published material when I run games, but I have run the first two mysteries and they are great, and I will run the third one after a few more sessions. Each one has the right weirdness of the setting and stakes to make it something kids would investigate.

The Book

The book is an 8.5” x 11” hardcover that is 191 pages. The book (and the PDF) have a thematic layout, that is also clean, and easy to read. It is a full-color interior, and the inside front cover is a map of the Swedish Loop and the inside back cover is a map of the US Loop. There is both an easy to use table of contents as well as an index.

The book pages have a nice heavy weight paper with a matte finish to them. The book is full of Stalenhag’s artwork, gracing every few pages, and often spanning pages. There are black and white drawings for the character types and the NPCs. In addition, there are floor plan maps in the Mysteries showing key locations.

The book is easy to read and is organized well, making the ability to find information, during a session, easy. One tip, there are four pages in the Trouble Chapter that contain all the Bonus Effects for all the skills. Print out a few copies of these pages and put them on your table. They are the most referenced pages in the game, by the players and GM. Having a few copies to pass around will keep people from going into the book after each check.

Where To Find

You can find Tales from the Loop on the Modiphius website and on DriveThuRPG.

Next Up

Our reviews of Tales from the Loop are not done. Coming soon, I will be reviewing Our Friends The Machines & Other Mysteries, the first supplement for Tales From The Loop. But first I am going to run the title adventure so that I can tell you more about it…

In the meantime, if you have any questions about Tales from the Loop, leave them in the comments below, and I will do my best to get to them all.

Categories: Game Theory & Design

Semi-Procedural World Generation and Rendering in Edge Of Eternity (Part I) - by ZELER-MAURY Jeremy Blogs - 9 May 2018 - 4:51am
How we created a GPU based semi-procedural terrain and vegetation system with Unity to fit the need of our openworld game
Categories: Game Theory & Design

Coffee Crisis: Why This Pittsburgh Alien-Brew Wants a Shot of PC, Xbox One. - by Sean Braganza Blogs - 9 May 2018 - 4:48am
A quick overview of the features that sets Coffee Crisis' PC and Xbox One ports apart from the original Sega Genesis/Mega Drive editions.
Categories: Game Theory & Design

Lullabot: Drupal JavaScript Initiative: The Road to a Modern Administration UI

Planet Drupal - 9 May 2018 - 4:19am

It's now been over 10 years since Drupal started shipping jQuery as part of core, and although a lot of Drupal's JavaScript has evolved since then it's still based on the premise of progressive enhancement of server-side generated pages. Meanwhile, developing sites with JavaScript has made huge strides thanks to popular rendering frameworks such as React, Angular, and Vue. With some of the web's largest sites relying on client-side only JavaScript, and search engines able to effectively crawl them, it's no longer imperative that a site provides fallback for no JavaScript, particularly for specialised uses such as editorial tasks in a content management system.

At DrupalCon Vienna, the core JavaScript team members decided to adopt a more modern approach to using JavaScript in Drupal to build administrative interfaces, with efforts centred around the React framework from Facebook. To try this out, we decided to build a prototype of the Database Logging page in React, and integrate it into Drupal.

Why Not Vue or Angular?

We chose React because of its popularity, stability, and maturity. Many client projects built with Drupal have successfully leveraged the model of annotating Drupal templates with Angular or Vue directives for quite some time now, but we were wary of building something so tightly coupled with the Drupal rendering monolith. We're very aligned with the API-first initiative and hope that through this work we can create something which is reusable with other projects such as Vue or Angular. The choice of library which renders HTML to the browser is the easiest part of the work ahead, with the hard problems being on the bridge between Drupal and the front-end framework.

What We Learned From The Prototype undefined

As we anticipated, rendering something in React was the easy part— our early challenges arose as we realized there were several missing exposed APIs from Drupal, which we addressed with help from the API-first initiative. Having completed this, we identified a number of major disadvantages to our approach:

  • Although we were creating a component library that could be re-used, essentially we were embedding individual JavaScript applications into different pages of a Drupal theme
  • Our legacy JavaScript was mixed in on the page alongside the new things we were building
  • The build process we currently have for JavaScript can be frustrating to work with because Drupal doesn't have a hard dependency on Node.js (and this is unlikely to change for the time being)
  • A developer coming from the JavaScript ecosystem would find it very unfamiliar

The last point in particular touches on one of the biggest tensions that we need to resolve with this initiative. We don't want to force Drupal's PHP developers also to have to know the ins-and-outs of the JavaScript ecosystem to build module administration forms, but we also don't want developers coming from the world of JavaScript—with promises of "We use React now, so this will be familiar to you!"—to then have to learn PHP and Drupal's internals as well. Having discussed this at length during our weekly initiative meetings, we decided to build an administration interface that is completely separate from Drupal itself, and would only consume it's APIs (aka decoupled). The application would also attempt to generate administration forms for some configuration scenarios.

Hello, world!

We began building our decoupled administration application based on the Create React App starter-kit from Facebook. This is an extremely popular project that handles a lot of the complexities of modern JavaScript tooling and creates a very familiar starting point for developers from the JavaScript ecosystem. So far we haven't needed to eject from this project, and we're enjoying not having to maintain our Webpack configurations, so fingers crossed we can continue with this approach indefinitely.

The first page we decided to build in our new application was the user permissions screen so we could experiment with editing configuration entities. One of the challenges we faced in the implementation of this was the inability to get a list of all possible permissions, as the data we had available from Drupal's API only gave us permissions which had been enabled. We created an Admin UI Support module to start providing us with these missing APIs, with the intention to contribute these endpoints back to Drupal once we have stable implementations.


We chose to use GitHub as our primary development platform for this initiative, again because we wanted to be in a place familiar to as many developers as possible, as well as to use a set of workflows and tools that are common across the greatest number of open source projects and communities. Using GitHub and CircleCI, we've created an automated build process which allows Drupal developers to import and try out the project with Composer, without requiring them to install and run a build process with Node.js. Over the long-term, we would love to keep this project on GitHub and have it live as a Composer dependency, however, there are logistical questions around that which we'll need to work through in conjunction with the core team.

A New Design

Having got the architectural foundations in place for our application, we then turned to the team working on redesigning the admin UI to collaborate more closely. One of the features we had already built into our application was the ability to fall-back to a regular Drupal theme if the user tried to access a route that hadn't been implemented yet. Using this feature, and trying to keep in mind realistic timelines for launching a fully decoupled admin theme, the team decided that our current path forward will involve several parallel efforts:

  • Create new designs for a refreshed Seven-like theme
  • Adapt the new designs to a regular Drupal theme, so the fallback isn't jarring for the user
  • Build sections of the administration interface in the new React application as designs become available, hopefully starting with the content modeling UI
undefined Hard Problems

We still have a lot of issues to discuss around how the administration application will interact with Drupal, how extensible it can be, and what the developer experience will be like for both module authors and front-end developers. Some of the major questions we're trying to answer are:

  • How and what is a Drupal module able to do to extend the administration UI
  • We're not looking to deprecate the current Drupal theming system, so how can modules indicate which "mode" they support
  • If a module wants to provide its own React component, do we want to include this in our compiled JavaScript bundle, and if so how do we build it when Drupal has no requirement to include Node.js
  • How can modules provide routes in the administration UI, or should they become auto-generated
  • How do we handle and integrate site building tools such as Views, or do we replace this with the ability to swap in custom React components

How we're going to handle forms has been a big point of discussion, as currently Drupal tightly couples a form's schema, data, validation, and UI. Initially, we took a lot of inspiration from Mozilla's react-jsonschema-form project, which builds HTML forms from JSON schema and separated out these concepts. Nevertheless, a major issue we found with this was it still required a lot of form creation and handling to happen in Drupal code, instead of creating good API endpoints for the data we want to fetch and manipulate.


The approach we're currently looking at is auto-generating forms from configuration entities and allowing a module to provide a custom React component if it wants to do something more complex than what auto-generation would provide. Here's a working (unstyled!) example of the site information form, which has been auto-generated from an API endpoint.


We're now looking to augment configuration entities with metadata to optionally guide the form display. (For example, whether a group of options should be a select dropdown or radio buttons.

Try It Out and Get Involved

We have a Composer project available if you want to check out our progress and try the administration interface out (no previous Drupal installation required!). If you're looking to get involved we have weekly meetings in Slack, a number of issues on GitHub, our initiative plan on, and lots of API work. You can also join us in-person at our next sprint at Frontend United in June.

A very special thank you to my initiative co-coordinators Matt Grill and Angie Byron, as well as Daniel Wehner, Ted Bowman, Alex Pott, Cristina Chumillas, Lauri Eskola, the API-First initiative, and all our other contributors for everyone's stellar work on this initiative so far!


Categories: Drupal

OPTASY: Reservoir or Decoupling Drupal Made Easy for Anyone: Non-Drupal Developers and Editors

Planet Drupal - 9 May 2018 - 12:55am
Reservoir or Decoupling Drupal Made Easy for Anyone: Non-Drupal Developers and Editors admin Wed, 05/09/2018 - 07:55

Here's how the ideal decoupling Drupal scenario looks like:

Stripping Drupal to its essential role, that of a robust and flexible content repository, with no Drupal expertise needed. Then using it to back your front-end with; one that you'd be free to build by leveraging any modern (JavaScript) technology of your choice.

… a Drupal back-end content store that would still preserve all its content editing and managing functionalities, needless to add.

Luckily, this is no longer “daydreaming”. Not since Reservoir, the headless Drupal distribution, has been available. 

Here are some of its “promises” or well-known challenges, if you prefer, that this distribution's geared at solving:

Categories: Drupal

Business of Gaming Retail: Delegating Tasks

RPGNet - 9 May 2018 - 12:00am
A Key to FLGS Growth
Categories: Game Theory & Design

Valuebound: E-Commerce Solutions and Third-Party Integration Options within Drupal Ecosystem

Planet Drupal - 8 May 2018 - 9:45pm

Drupal has several options and solutions to develop different types of websites including e-commerce portals. Drupalers have redefined the way e-commerce sites used to operate by developing a range of plugins and modules for high-end security, tailored web content, third-party integration, and other utilities. These modules primarily aim at enhancing end users experience, providing a user-friendly interface, flexibility, and reliability.

There are several e-commerce options within Drupal along with options to integrate third-party APIs, which I’ll discuss in a later section. Let’s first discuss the options…

Categories: Drupal


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