WYSIWYG Filter Extend

New Drupal Modules - 28 September 2017 - 7:21am

This module provides extended functionality for the wysiwyg_filter module. Specifically, it overwrites the blacklist such that there is the option to allow additional tags such as <button>, <embed>, and <iframe>. This is useful in many cases such as embedding youtube videos into content.

This module was developed thanks to PeaceWorks Technology Solutions.

Categories: Drupal


New Drupal Modules - 28 September 2017 - 7:14am

Stencil provides basic support and an API for using Stencil web components with Drupal.

What is Stencil?

(Copied from their homepage)

"Stencil is a tool for building modern Web Components

Stencil combines some of the best features from traditional frameworks, but outputs 100% standards-compliant Custom Elements, part of the Web Component spec.

Categories: Drupal

Plaid Hat Games Previews Flops From Stuffed Fables

Tabletop Gaming News - 28 September 2017 - 7:00am
Many people are excited for the upcoming Stuffed Fables storytelling game from Plaid Hat. It’s gotten quite the reaction over on our social network sites. So you should be excited to know that a new preview has been posted. This time, we get a look at another of the fuzzy creatures that you can play […]
Categories: Game Theory & Design

What VR Needs to Evolve - by John Sutherland Blogs - 28 September 2017 - 6:26am
Virtual Reality seems to have hit a plateau. But what it needs to break through to massive acceptance is as old as Aristotle. It has to realize its potential as a story form.
Categories: Game Theory & Design

Six Years of the MADE - by Alex Handy Blogs - 28 September 2017 - 6:24am
The Museum of Art and Digital Entertainment celebrates 6 years open to the public, today. Here's a look at what's going on at the MADE before we celebrate 6 years this Saturday.
Categories: Game Theory & Design

The Viability of Spec Game Scripts - by Sande Chen Blogs - 28 September 2017 - 6:24am
In this article, game writer Sande Chen weighs the primacy of gameplay inspiration over story, and story inspiration over gameplay, to opine on whether or not the game industry would ever accept spec game scripts.
Categories: Game Theory & Design

The Addictive Pulls of Gacha Design - by Josh Bycer Blogs - 28 September 2017 - 6:24am
Gacha design has become a popular option for mobile and free to play games, and we're going to take a look at how it's as addicting as it is controversial.
Categories: Game Theory & Design

How to break into the gaming industry - by Lottie Wilson Blogs - 28 September 2017 - 6:22am
Gaming is becoming a popular industry to work in: worth more than Hollywood, and bringing in approximately $60bn a year, it’s a lucrative marketplace.
Categories: Game Theory & Design

100 Days of VR: Day 15 Adding Shooting, Hit, and More Walking Sound Effects! - by Josh Chang Blogs - 28 September 2017 - 6:22am
In Day 15, we're going to add more sound effects to our game from the same Asset pack we found from the Unity store the day before.
Categories: Game Theory & Design

Marketing Strategy - Part 2 - Creating a Press Kit - by Stavros Pilatis Blogs - 28 September 2017 - 6:22am
Second in a three part series focused on detailing an indie marketing strategy giving actual examples of: Where to find contacts What to put in a press kit How to execute contacting the press.
Categories: Game Theory & Design

5 Cost Effective Ways to Market Indie Game Apps - by Vicky Tambule Blogs - 28 September 2017 - 6:18am
Biggest problem a game developer WILL face is that the game will have a very high chance of getting lost in the plethora of games being launched every day.
Categories: Game Theory & Design

The Homeless Game Developer - Prologue - by Jonathan Neves Blogs - 28 September 2017 - 6:18am
In need of a career boost, follow game designer and producer Jonathan Neves as he takes a journey from one location to the next in pursuit of job placement and professional satisfaction.
Categories: Game Theory & Design

Latest Releases Available For Hordes From Privateer Press

Tabletop Gaming News - 28 September 2017 - 6:00am
The Wicked Harvest continues. The latest crop of Hordes releases for the Grymkin are now available. Seems to be a pretty good time, just as we move into October. They’ve got some of the biggest and smallest models available for the faction in this release. From a diminutive weapon crew all the way up to […]
Categories: Game Theory & Design

10 Kingdom Seeds: Underground (PFRPG)

New RPG Product Reviews - 28 September 2017 - 2:43am
Publisher: Rite Publishing
Rating: 5
An review

This little pdf clocks in at 13 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 10 pages of content, so let’s take a look!

This review was moved up in my reviewing queue as a prioritized review at the request of my patreons.

Okay, if you’re new to the concept – the Kingdom Seeds-pdfs are basically collections of 10 sample settlements, ranging usually from thorp to village, which are depicted complete with a settlement statblock and a brief summary of the village in question as well as notes on intriguing locales and a few rumors/adventure hooks for each – think of them as kind of akin to Raging Swan Press’ backdrops, but instead of focusing in detail on one locale, we get a few of them in broader strokes. Thing is – this installment not only goes underground – it also changes the formula of these pdfs by splicing crunchy tidbits into the respective entries.

Take, for example, the first settlement, NE Coldwylde, carved into pink sandstone, it is the home of escaped aranea slaves that have managed to create a new magical rope – the fanged rope of entanglement, made from an aranea’s last silk and fangs, it can entangle and poison those that try to escape them – really cool, magical item, with a somber note…and the means of construction have some serious roleplaying potential.

In CE Deepdell, gnomes are working on a mysterious vein of onyx…and it’ll be just a matter of time before they can deduce the power-component-like properties of these gems…. On the other end of the alignment spectrum, Frepond represents an idyllic academy of music and magic that would usually have no chance in the cutthroat underdark – but the singing stalactites and stalagmites in the cavern vastly enhance the options of bards, allowing them to maintain two bardic performances at once –and yes, the rules codifying that are concise and precise, though personally, I would have enjoyed to see a range here – I assume the default range of 30 ft. to tap into such a rock’s power, but I’m frankly not 100% sure.

A blaze of light in the dark is atop Griffonfort – the ceiling of this cavern is illuminated by a heatless flame. The place is haunted by frustrated ghosts of the first settlers, but the dwarven leaders try to make the dream of a perfect fort a reality, slowly releasing the vanquished ghosts under the glow of continual flame, greater, the new spell to supplement this one. Ironwynne was founded by the Ironfeet mercenaries as a supply and support center and as such, has a harsh, militaristic feel – even though the company was shattered. The reputation remains – and so do the mundane, iron boots that make for well-crafted marching utensils…or for percussion.

Joncrest is inhabited by Halflings that herd lizards. They harvest their tails, which regrow. Yeah, that’s pretty damn cool. But wait – Halflings can’t see in the dark! Well, these guys can: We get alternate Halfling racial traits – darkvision 60 ft. in exchange for keen senses and improved natural healing in exchange for Halfling luck, mirroring the hardy reptiles they herd. Amazing one! Narland occupies a huge cavern, which holds multiple towers, each focused on teaching a discipline of magic – cutting edge, these folks push the limits of magic, as represented by a new regional trait that lets you make a concentration check as a swift action to push a chosen school’s spell’s caster level…but at the risk of a magical mishap – which is accompanied by a percentile table with 7 different effects, just fyi. Really cool!

Pryness is situated next to a massive underground river, providing ferrying (and smuggling) services for those that require it; predominantly Halfling, the settlement also the home of, surprisingly non-evil river rat variant wererats that can only infect willing beings – cool! The problem is just…such societies are easy to infiltrate by the REAL wererats…

Silverflower looks like a place littered with dead stems in light; however, in the darkness, the flowers generate a soothing glow and wondrous scent – as a result, the place has a darkvision-only policy…which could make for a decidedly wondrous place to visit. Oh, and the perfume made there can help when navigating the more precarious social situations…though the effect does change, based on lighting conditions. Damn cool! More of a deathtrap: Stonekeep. The CE hamlet inhabited by dwarves can carve tunnels ridiculously fast, using identical, vault-style hyper-secure doors (which evil folks may wish to get for their magic-hampering and great locks…)…but the nasty dwarves have this habit of unleashing a rock troll with adamantine false teeth (!!!), their secret weapon, on those who come calling – this is an adventure just waiting to happen!


Editing and formatting re very good, I noticed no undue accumulation of hiccups. Layout adheres to Rite Publishing’s two-column full-color standard and the pdf sports some neat full-color pieces I haven’t seen before. The pdf comes fully bookmarked with detailed, nested bookmarks for your convenience.

Liz Smith stepped up to the next level. I don’t know if it’s the guiding hand of Rite Publishing’s new line developer Stephen Rowe, but this blows the old Kingdom Seeds out of the water. The settlements all feature some truly evocative, unique, magical angle that sets them apart, that makes them distinct in spite of their brevity. The added crunch-components for each village amps up the wonder further – even if they’re just small tweaks, they add a sense of the unique to everything. Heck, in some cases, I really, really liked what these humble pieces of crunch do – they help tell stories and furthermore differentiate the series more from Raging Swan Press’ more fluff-centric offerings. For the low asking price, you get some truly wondrous and amazing places to visit and cool supplemental material to boot. What’s not to like?

Easily worth 5 stars + seal of approval and a strong recommendation for the very fair price-point!

Endzeitgeist out.
Categories: Game Theory & Design

Drop Guard: Automatic Drupal Updates - WTF or FTW?

Planet Drupal - 28 September 2017 - 1:30am
Automatic Drupal Updates - WTF or FTW?

Automatic updates have been discusses since years already. The pro's and con's of letting Drupal update itself are discussed in different issues queues. It was not a big surprise that Dries mentioned automatic Drupal core updates as part of the strategic roadmap of Drupal in his Driesnote at DrupalCon Vienna 2017.

Drupalcon Drupal Drupal Community Drupal Planet Automation Events Driesnote
Categories: Drupal

Amazee Labs: Rapid conferencing - DrupalCon Wednesday

Planet Drupal - 28 September 2017 - 1:06am
Rapid conferencing - DrupalCon Wednesday

Vienna is my first #DrupalConEUR and due to family obligations, I could only attend 1.5 days out of the full week of events, so I made the most of my time. Here’s a quick recap.

Fran Garcia Thu, 09/28/2017 - 10:06


Preparation - deciding which talks to attend - wasn’t as easy as you'd think. The schedule is full of interesting talks, so I needed to pick and choose the ones that I really wanted to attend. I’ll expand on the talks, which I did attend, later on.


I arrived in Vienna on Tuesday night and went straight to a restaurant to have dinner and meet some of my colleagues, who were already there. In the room, we had people from South Africa, Switzerland, Tunisia, Spain… We had a great time, but this was just the warm-up for Wednesday’s events.

After some sleep, my first DrupalCon experience was about to begin, where I could do some catching up, in the keynote, with colleagues and old friends. After this, we also found some time to do actual problem-solving in real life!

I finally opted to go to:

  • Tour of the 35 Symfony Components: where we learned loads about this PHP framework that empowers Drupal 8. It was really interesting to find out the components that we were already using and the ones we weren’t but could very easily hook into Drupal.
  • Building amazing searches with Search API: the creator/main maintainer of the module showed us how all the Search API modules tie together in Drupal 8 with live demos of the code. 
  • Motion design - improving UX through animations: this was a small Amazee’s gathering to view and support Sarah & Lisa in their presentation where they took us through some really cool animations and discussed dos and don'ts of good animations.
  • Power to the people - How using containers can make your life easier: given by our AmazeeIO peers, they talked about how we can use containers for our production sites, the pros and cons of them, and we had a quick peek into the possible future and the possible things we could achieve with containers.
  • CSS-in-JS: unexpected lessons for Drupal component design: a really nice and cool talk by John Albin, in which he explained lessons learned from years of working with JS and CSS, and how to nicely pack them all into components. Awesome way to close up the first DrupalCon day. 

I know I did miss some very amazing talks, but I also knew that they’d be available on YouTube so I will be catching up on those during the next weeks.

Amazee dinner

However, the day was far from over, as the night was reserved for our amazing team dinner! This was a great opportunity to catch up on our #DrupalConEUR talks and experiences so far, but also, for remote people like me, it was the time to catch up, in real life, with the people I work with every day.

The dinner was just amazing. I had my second Schnitzel in my short time in Vienna, but just found out that I was still far from Michael’s five! We were there until they literally asked us to go, chatting, laughing and sharing awesome stories with one another. It was a great bonding night for the team and we all learned new things from and about our other colleagues.


I’ll catch a flight in a few hours. It’s hard to believe that my DrupalCon experience took less than two days. I’m taking back loads of really nice experiences, the warmth of the Amazee team (I’ll need this in the UK…) and I can now say that I’ve gone to my first DrupalCon!


Short and sweet - that’s how I’ll remember it.

Categories: Drupal

Diners, Dungeons, & Dives – How to Make Campaign Frames

Gnome Stew - 28 September 2017 - 1:00am

A few weeks back a buddy of mine mentioned on Twitter that he’d like to play an RPG where you travel around, eat weird food, and record it all for a reality show—not unlike Diners, Drive-Ins, and Dives. This was right up my alley, so we started riffing on it.

Two days later, I’d written up a campaign frame inspired by his title: Diners, Dungeons, & Dives. It’s designed so you can play that kind of game in almost any system or setting. It’s pay what you want, so go ahead, check it out.

Writing this little thing got me thinking about campaign frames and how there’s a lot of design space there that doesn’t often get explored. This article is going to cover some of those thoughts and give you some tools to make your own frames.

So, What’s a Campaign Frame, Anyway?

We’re always using campaign frames, whether we know it or not. Every time we sit down with our groups and talk about the tone, mood, and focus of our campaigns, we’re talking about what frames the campaign. Doesn’t matter what system or setting you’re in. Different systems and settings lend themselves to different types of campaigns and may have wider or narrower scopes of focus, but they all have frames.

This framing is something that most games address in one way or another, too. Some games are explicit and up-front about it. If you’re playing a genre-based game, or something Powered by the Apocalypse, you’re getting a very distinct set of framing tools up front. Other games, like Fate Core or even D&D, don’t have such distinct frames. You can do a lot with those systems, choose a variety of settings, and play all kinds of different games.

No matter what, though, there are frames that are negotiated at the table. You decide you want to focus on treasure hunting rather than monster killing. Or maybe you want really personal, in-depth stories to explore rather than setting-altering epic events. Those decisions all help define the framing of the campaign and give your group a direction to go in.

Diners, Dungeons, & Dives is my first attempt to provide such a framing tool without the mechanical trappings of a system or the assumptions of a setting.

Cool. How Do I Make My Own?

Glad you asked, fictional reader. Here’s the first thing to realize:

Campaign Frames Are (Largely) Not Mechanical

If you’re thinking about the type of game you want to run or play, you usually start with a certain game type (say, heists), or you start with system. For our purposes, leave system out of it for now because the frame will lead us in that direction. Start off with the genre of game you want, or what you want the core activity to be. In the case of DD&D, it’s road movie-type friend interactions that happen while you’re eating strange foods and filming it for a fictional reality TV show. To my mind, this ridiculous idea can be done in most systems or settings. The frame overlays those things and gives you a focus for the game and the actions you’ll take. The path between this frame and a system is a long one because you can use it almost anywhere.

If you want to do a heist game, though, the path to system or setting becomes potentially much shorter. Sure, you can prioritize heists in many systems or settings, but there are entire games designed to do just that (Leverage, Blades in the Dark). It’s a quicker path to a setting or system.

This, incidentally, is the same kind of work to do before designing a full game. What kind of activities will be done in the game? How will they unfold, and where? A campaign frame stops short of running into (many) mechanics, though. In DD&D there are barely mechanical things: Take a pause and enjoy the scenery, decentralize violence, dig into the weird foods of the setting. Those are largely actions you’ll take which will verge into mechanics.

So when making a campaign frame, if you find yourself heading toward mechanics, you might actually be making a game—which is cool, just not what we’re doing here.

Focus on Theme and Moments

A route to follow is to think about how the game should feel. What kinds of emotions do you want players to feel? What kinds of scenes do you want to see play out? With DD&D, I wanted food shenanigans, moments of friendship, and sweeping views of the landscape or other scenery. Those things combined all evoke a particular feel for me, and none of them have to do with how the game works. They’re all things to aim for when using whatever system you’re using for the game.

I guess that’s the most important part of these: the feel. As a designer, I operate based on feel a lot. My struggle is to get the mechanics to evoke that feel when I’m writing a game. A campaign frame like this is ideal for me because it’s all feel. It helps me give the players and GM a set of feelings and I leave it to them to choose the system and setting that will get them there.

Art, Not Science (for now)

This is a new idea to me, and it’s something I’m still exploring. The items above should be enough to get you going. I’m gonna keep writing these if I get the time. It’s a design space that’s really interesting to me, even if I can’t do a great job of explaining how to work in it.

If you tinker around with campaign frames after this, let me know. I’d love to see what you do with them.

Categories: Game Theory & Design

Appnovation Technologies: TechPong - Supporting Britannia Secondary School’s Youth

Planet Drupal - 28 September 2017 - 12:00am
TechPong - Supporting Britannia Secondary School’s Youth TechPong is an annual heart-racing ping pong tournament for charity organized by Chimp, Unbounce and Science World on October 19th. For the 3rd year, Appnovation will send our best doubles team and solo team to duke it out against other Vancouver companies. This year they are expecting 1000 attendees to make it the biggest T...
Categories: Drupal Blog: AGILEDROP: Latest Drupal 8 books

Planet Drupal - 27 September 2017 - 10:17pm
We have published a blog post about Top Drupal 8 books before. We have looked at the best books the newest version of Drupal has to offer. That was at the beginning of this year. So, around nine months later, we decided it was time to once again look at this area and explore, which Drupal 8 books were published during that time. Drupal 8 features are being explored every day. Many Drupal modules are getting properly migrated to Drupal 8 and many more are getting developed. Nevertheless, Drupal 8 books also offer many insights, so here are some, which were published in the last nine months… READ MORE
Categories: Drupal

MTech, LLC: Migration From Field Collection to Paragraphs in D8

Planet Drupal - 27 September 2017 - 3:27pm
Migration From Field Collection to Paragraphs in D8

If you need to migrate field collections from Drupal 7 into Drupal 8, here's a walk through of how to do it. But before you start reading, I'd like you to stop and see how you can make this process better. In this Meta issue, we have a plan to automate all parts of this process. As the heir aparent to Field collections, we are working with the larger Drupal community to include for support migrating directly into Drupal 8 from field collections.

Ada Hernández Wed, 09/27/2017 - 16:27
Categories: Drupal


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