All RPGs and Storygames by Tod Foley are now available at DrivethruRPG and RPGnow. Bring these games to your table!
The Simple Twilio module is used for sent text messages using the Twilio SMS service.
Using this module all authenticated users can save their mobile number in site. To avoid invalid or non-authenticate mobile numbers, the module will send an OTP to given number. The number is only saved after completing the OTP verification.
Send Message to User
After consultation with the various initiative teams + core committers, we have created a DRAFT of proposed product goals for Drupal 8.5 (feature freeze: January 29, 2018) and Drupal 8.6+ (date TBD; ~late summer 2018).
The overall goals are divided into the following priorities:
Welcome to the Gnomecast, the Gnome Stew’s tabletop gaming advice podcast. Here we talk with the other gnomes about gaming things to avoid becoming part of the stew. So I guess we’d better be good. This episode we have Matt, John & Ang talking about Games that changed the way they played.
The Commerce License OG Role module allows Commerce Licenses to grant roles in OG Groups.
Each license product can grant a role in a specific group, both of which are configured on the product variation.
Let's face it, it's been a crappy year in many ways. Internally and externally there are pressures that have made all of us think "what's the point?"
Instead of a world where we build and move forward together there is conflict, uncertainty, and so many why moments. From the macro to the micro, communities and ecosystems are struggling. The ideals of open source software often feel exploited, and the feeling of wonderment and discovery as we build together has been cast aside to something that feels very much like... well, work.
Drupal has not been immune. Like I need to tell you that.
For those of us that are optimists, and change makers, and idealists, and believers, nothing hits home the impact of our work than stories about how we use this code called Drupal to create impact. I think the world needs a little of that right now.
So, we have a team, we have energy and we are ready to shine the crap out of the brilliance of the people behind, in front, and to the side of Drupal.
I for one am looking forward to us injecting so much positivity into this community that even the chronic eye rollers won’t be able to help but give a slight smile.
A highlight of DrupalCon: the live code commit! Photo by Michael Cannon
The first thing we are working on is getting a way to start collecting stories. We might use a form. Or we might build an entire website. Just coz we can. So how about y’all give me a *whoop* *whoop* and start thinking about helping the Drupal Spotlight Committee unlock stories of Drupal impact from across the globe. It’s going to be fun.
This module provides a field to specify minimum and maximum quantities for products.
Acquia Developer Center Blog: Building an Open Source Photo Gallery with Face and Object Recognition (Part 2)
In part one of this two-part series, I explained why my Hackathon team wanted to build an open source photo gallery in Drupal 8, and integrate it with Amazon S3, Rekognition, and Lambda for face and object recognition.
In this post, I'll detail how we built it, then how you can set it up, too!Tags: acquia drupal planetawsrekognitionmedia entitymedia gallerylambda
The web has no shortage of digital trends that will pop up on your radar, and one whose momentum has increased over the last couple years is decoupling. In simple terms, the concept of decoupling means separating the frontend of your website from the backend. This means the components of a site that a visitor sees and interacts with (menus, page content, widgets) are built and displayed by software running in the web browser. The backend software, running on the server, accepts requests from the frontend for these different page components and returns them as essentially raw data.
With this full separation of concerns, each half of the website can focus on what it does best; the backend focusing on business logic and retrieval of data, the frontend focusing on display and user experience.How Do We Achieve This?
To do this, it helps to have a powerful and flexible content management system, which doesn’t require lots of custom programming and reinvention of the wheel. This is where Drupal comes in. We’ve done this quite successfully with Drupal due to its robust and flexible API. Drupal 8 pushes this even further with its API first approach, and superior set of APIs.
Things like the built-in RESTful web services and superior content modeling tools do most of the work of building that backend system. Eventually the backend will communicate effortlessly with frontend systems and other applications and third-party service. This makes Drupal an effective content hub for distributing your content to any application that needs it.
When introducing anything new there are various factors to consider. A decoupled fronted can improve perceived performance and enhance interactivity. It can also do something very difficult with a fully baked content management system, where all rendering is handled by the backend. It enables developers and development teams to design and build a frontend almost completely independently from how the backend is developed. Your templating system, how CSS is built and managed, preferred methods for design components, all this can be treated like a separate project. Your designers and frontend developers don’t even have to have skills specific to the CMS you are using.
Life, of course, is never perfect. The main drawbacks become apparent when really thinking about how all this affects the way your site is built and managed. When using a CMS like Drupal, you start losing a lot of the key features that make it the tool it is. Can you use Drupal’s site building tools to, for example, change the order of fields displayed on a page? Things like that are now being hard-coded into the frontend. We also start losing some of the multilingual features, it plays less nice with metatags and other SEO features, and potentially increases the amount of work and skills needed to build your website. Those aren’t all unsolvable problems, but you’ll need to consider them when deciding where you are willing to devote the development time to building a decoupled site.Two Approaches
If you understand the concept of separating your frontend and backend, you’ll start seeing two approaches while doing your research. “Headless” Drupal, which just means a fully decoupled frontend. The other is “progressive” decoupling. “What the heck is that?” you might say. Progressive decoupling blurs the line between what the frontend and backend are doing, rather than fully decoupling the two.
Progressive decoupling starts with a traditional website approach, with no decoupling, and the backend doing most of the work to produce the web page. Then, individual components that are deemed more interactive or take longer to produce are handled by the frontend. This approach plays a little more nicely with tools already present in your CMS, and is easier to implement on any existing website.New Hotness Can Burn
Decoupling a website is a great way to solve some problems of the traditional website module. We certainly advocate it for projects suffering from those problems. But, as with all technology, make sure your use case has the need before forcing technology onto it. The decoupling approach can revolutionize your site visitor’s experience, but if forced to fit it can create new problems, increase development time, and inflate your costs.
A simple site, with few frontend performance problems, largely static content, and little need for things like user- or region-specific content, is not likely to need something like a decoupled frontend. My advice: Let your requirements always inform your solution. Technology is great at solving problems, but don’t let it create them by misapplying it to your project. If you want to talk about whether decoupled Drupal might be right for you, please contact us.Tagged with Comments
Note: Development and issues are handled on GitHub, and code is synced back to Drupal.org
This module provides support to setup a platform supporting multiple (sub)sites
based on Organic groups (OG) functionality.
- Define what node types should be used as Site's.
- Simplified OG API by providing OG function wrappers.
NOTE: Site entities are limited to node entities.
Module adds revision support to Drupal Commerce Payment Transaction entity type.
If dogs played RPGs, is this the one that they would turn to? Pugmire is based around the premise that dogs have evolved: they walk upright, wear clothes, speak, and use tools, their front paws having developed to be able to grip them. Take these anthropomorphic dogs and drop them into a fantasy setting from which human beings vanished ages ago... and you have Pugmire. Set in the far future, with most of what mankind built crumbled to ruins, evolved dogs strive to recreate the world of the past, some revering the long-lost humans as deities, others regarding them of beings of great wisdom from whose relics much is to be learned.
After explaining all this, the Introduction goes on to explore the game's theme or central idea, which boils down to 'Companionship as Salvation'. Following the Code of Man with religious fervour, the first tenet is 'Be a Good Dog' - but what makes a good dog? Opinions vary, and - just as with our own pets - a good dog can rapidly become a bad one with a single silly mistake. Ultimately, the decision is up to one's peers - if the other dogs think you are good, then you are! Dogs in this game work together and strive to be good dogs. Then there's the mood, which is one of mystery. Whatever dogs get up to, there is always the question in the back of their minds: What happened to the humans? The fragments of knowledge that have remained lead the dogs to what will seem to us players quite humerous interpretations of what was going on when humans were around and dogs our faithful pets: but to our dog characters these are profound if sometimes confusing truths, or at least, theories. Above all, though, dogs like to explore... and this game provides plenty of opportunities for that!
There's a short list of inspirations - mostly anthropomorphic fiction, plus Dungeons and Dragons - and the usual explanation of what a role-playing game is. It's a very clear explanation, you could use it to explain what RPGs are about to a young child. It ends by explaining that the book comes in two parts: A Dog's Guide to Adventure (for players) and the Guide's Tome of Mystery, which contains information only the GM needs to know. The usual difficulty with 'all in one' rulebooks that players end up buying a lot of book they won't actually need, the GM having to trust players to stay out of GM areas, and of course the assumption that players never take a go at GMing...
A couple of canine characters - Princess Yosha Pug and Pan Dachshund - pop up throughout the Dog's Guide to Adventure with informative comments from a dog perspective as this section works through chapters explaining the world, how to create a character, how to play the game, and how magic works. The first chapter, The Journal of Yosha Pug, describes the world from his standpoint (with some quite scathing comments from Pan...), all in a 'handwritten' font that's fortunately quite clear to read. It starts off with details of the foundation of the kingdom of Pugmire, then talks about some of the interesting places to visit... and a warning, from Pan, never to trust a cat! Then of course there's the world beyond Pugmire, most of which is not as civilised and safe, where bad dogs (and worse) may be encountered. It's all beautifully-presented with a gentle air that makes this a good game to play with your youngsters, yet not so bowdlerised as to make it difficult to progress to more adult RPGs as your youngsters grow and mature (or of course carry on playing Pugmire if it has taken your fancy).
Next up, Chapter 2: A Good Dog takes you through character creation. Six ready-to-play characters are provided if you are impatient to get going, or as guides to what you should do, and there's a full explanation of the process for those who would rather have their own character. You start with Callings (character class). Artisans study and use magic; Guardians fight; Hunters explore, track and fight; Ratters can be rogues and criminals but are good at finding things and information; and Shepards are the priests of the Church of Man, teaching everyone how to be a Good Dog. And then there are Strays, the outsiders.
Then you have to choose your Breed. There are six of these, based on different types of dog: Companions, Fettles, Herders, Pointers, Runners, and Workers, plus the Mutts. Within each Breed there are various families - now these are what most of us would call 'breeds' like Chihuahua or Dachshund. Each Breed confers various bonuses and abilities to go along with what comes with your Calling. Add a Background, then you are ready to get to grips with the nuts and bolts of Abilities, Skills, and so forth. If you are familiar with any Class/Level game - such as Dungeons and Dragons - you will find yourself on familiar territory albeit the terminology is a little different. Abilities (the usual strength, dexterity, constitution, intelligence, wisdom, and charisma) are assigned by allocation of a series of numbers as you see fit, no die-rolling or even point-buy involved. Then you have Tricks to choose from, the things your character can do. Everything is explained clearly and simply, and are based on Calling and Breed.
Character sorted, it's on to Chapter 3: Playing the Game. It's basically a standard D20 system with an interesting quirk. If your character has an advantage or a disadvantage with whatever it is you're trying to do, you roll two D20s. If he has an advantage you use the higher roll, but if he has a disadvantage you use the lower one. You're still trying to get over a target number to succeed, however. Each character also has a Fortune Bowl containing points gained for good play and the like, and may expend these points to help with a roll when they really, really want to succeed. Possibly one of the best illustrations in the whole book depicts a dog trying to scrabble a token out of a bowl! There are other uses for Fortunte as well. The final chapter in the player section is all about Magic and how to use it in the game, along with comprehensive spell lists. If you understand Dungeons and Dragons spellcasting, you will be at home here.
The Guide's Tome of Mystery then continues with stuff that players don't need to know, in fact it may spoil enjoyment if they do root around too much here. There's more detailed background on the world of Pugmire, advice for the Guide (i.e. the GM) on how to run their game, a collection of Masterworks (powerful relics believed to have been left behind by humans), and one of enemies, including notes on creating your own. There's a lot to delve into here, some of which - like what dogs look like now - you'll have to explain to your players. There's a city to explore and various organisations to join, interact with or avoid.
On a more practical note, the next chapter provides some excellent advice for running the game, from explaining the many-hatted roles of a Guide as player, referee, storyteller and often host to looking at how to plan coherent campaigns. It also covers the more mechanical side of ensuring that the rules flow smoothly and support, rather than interfere with, the shared story the group is telling. There's a range of magic items of various kinds to use, and (naturally) a host of adversaries to pit against the party.
Finally there's an introductory adventure, The Great Cat Conspiracy, to get your group going. Even though it's for first-level characters, its scope is vast - the very throne of Pugmire may be at stake! It's laid out quite clearly with plenty of advice that should make it straightforward for even a novice GM to run. Of particular note is the way in which options are discussed: clear recognition that players often don't do what the scenario expects them to, so there are alternatives and suggestions for handling whatever they do decide to do. Very neat!
What makes this game stand out is the overall 'nice' feeling. It's wholesome. It's something you could show to a person who thinks all RPGs are the work of the devil with an actual chance of convincing them that at least some are not going to lead all the players into devil-worship. And it makes an excellent entry game for youngsters. Are you a good dog? Come and find out with this anthropomorphic RPG goodness!