Newsfeeds

Plaid Hat Games Previews Fang Clan For Crystal Clans

Tabletop Gaming News - 5 June 2018 - 9:00am
Well, I mean, just shy of a bear clan, I would want to be part of the puppy clan in Crystal Clans. Though I’m not entirely sure the Fang Clan appreciates being called the puppy clan… maybe they’d be ok with doggo clan? I don’t know. But these clan members are more than the happy […]
Categories: Game Theory & Design

ADCI Solutions: Continuous integration with Drupal 8 and Gitlab CI/CD

Planet Drupal - 5 June 2018 - 8:38am

How can you avoid unexpected errors when you need to update your programming software to a newer version quickly? Let's look at the deployment pipeline methodology and its configuration using Gitlab on the example of a Drupal project.

Find the details here.

Categories: Drupal

Nutrition Label

New Drupal Modules - 5 June 2018 - 8:32am

The Nutrition Label module integrates the Nutrition Label jQuery Plugin by Nutritionix as an external javascript library and custom field.

Categories: Drupal

A Look Inside the Soul Wars Starter Box For Age of Sigmar

Tabletop Gaming News - 5 June 2018 - 8:00am
Continuing with the New Edition Train, we’ve got Age of Sigmar from Games Workshop. Their fantasy miniatures game has a new edition coming out very, very soon (in just about a month). As one would expect, that’s including a new starter set. In this case, it’s called Soul Wars. In this preview, we get a […]
Categories: Game Theory & Design

Fantasy Flight Previews Squadron Building in X-Wing 2.0

Tabletop Gaming News - 5 June 2018 - 7:00am
With all the different ships, upgrades, weapons, skills, and other items in X-Wing, there’s seemingly infinite different ways to build your squadron of fighters. But with a new edition comes new options. In this preview of the new edition of the game, Fantasy Flight looks at squadron building and how things have changed, or stayed […]
Categories: Game Theory & Design

How to choose the right genre for your mobile game? - by Kirill Razumovskiy

Gamasutra.com Blogs - 5 June 2018 - 6:46am
Which trends are the hottest right now? Which direction is the market moving? What trends can be found within specific genres? To answer these questions, we analyzed 1500 games present on the US Grossing TOP-500 during the lat year
Categories: Game Theory & Design

SOME GAMES MAKE ME HAPPY! - by Chris Mathew

Gamasutra.com Blogs - 5 June 2018 - 6:41am
You may have read my article last week about games that make me crazy! Now, there are some games that never make me lose my cool.
Categories: Game Theory & Design

The world of Pastorate - by Nikolay Prokoshev

Gamasutra.com Blogs - 5 June 2018 - 6:35am
This article will feature a construction of game setting from scratch. I will show how a mere idea has grown into an interactive novel that took 15 months of development. Maybe it will motivate someone to work further on their long conceived concepts.
Categories: Game Theory & Design

Web Wash: Integrate Webform and Google Sheets using Zapier in Drupal 8

Planet Drupal - 5 June 2018 - 6:30am

Webform allows you to create powerful forms in Drupal without the need for any custom code. You can use it for a basic contact us form with a few fields such as name, phone and email, or it can also be used to create complex multi page forms with conditional fields.

If you want to allow your editors to create their own forms without the need of a developer then install and teach them how to use the module. If you want to learn more about webform we have a two part series which will help you get started; Getting Started with Webform in Drupal 8 and Moving Forward with Webform in Drupal 8.

Collecting submissions using Webform is easy, but what if you want to integrate the module with a 3rd party SaaS provider? What if you want to push all contact form submissions into your CRM system, or add a row into a Google Sheets spreadsheet.

Of course, this can be done by a developer through the right APIs but you can also do it without writing any code using a service called Zapier.

In this tutorial, you’ll learn how to send Webform submissions into Zapier which will then add it as a row into a Google Sheets spreadsheet.

Categories: Drupal

Paizo Previews Skill Changes In Pathfinder 2.0

Tabletop Gaming News - 5 June 2018 - 6:00am
Skills. They’re those things you use when you’re not just hacking some poor kobold or goblin apart. They’re a pretty big part of the RP experience, and where you put your skill points can really define your character. With Pathfinder 2.0 coming up, people are wondering how this vital part of the game will be […]
Categories: Game Theory & Design

Product Quotation

New Drupal Modules - 5 June 2018 - 5:35am
Categories: Drupal

Sanitarium - Adventure 4 What Lies Beyond Reason - Pathfinder

New RPG Product Reviews - 5 June 2018 - 4:26am
Publisher: Pyromaniac Press
Rating: 5
An Endzeitgeist.com review

The much-anticipated fourth installment of the high fantasy horror AP by Micah Watt clocks in at 80 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page KS-backer-thanks, 1 page SRD, 1 page back cover, leaving us with 74 pages of content, so let’s take a look!


As before, we get a selection of pregens, 5 to be precise, should you choose to replace a fallen PC or dive right into this. However, I do recommend playing the series; while deliberately slow in the beginning, the third module remains one of the best haunted house modules I know, and if this one can retain that level of quality, then we’re in for a treat!


Now, on a formal level, it should be noted that, like the previous adventures, we get EXTENSIVE map-packs: We get versions of the maps in b/w AND full-color, with and without grid, and with and without background parchment – where relevant. Smaller, room-sized maps come in player-friendly versions in full-color, accounting for the fact that they’ll be used by klutzes like yours truly that can’t draw, or by folks using VTTs. Seriously, though: Big kudos, particularly considering that Pyromaniac Press is a small and relatively new outfit – this sort of support should be standard!


The module, while intended for 6th level characters, sports scaling advice for 5th and 7th level; medium advancement track is assumed. Particularly when running this as intended, as part of the AP, it becomes important for the GM to note dynamics; system-immanently, at this point NPC-allegiances and the state of the metropolis Anduria can begin to diverge rather greatly due to the sheer number of variables. As such, the series no longer assumes certain things to necessarily hold true, which is a good thing in my book – freedom is preferable to being shoehorned into one story.


As far as rules-relevant content is concerned, the pdf is generally really solid, though there are a few hiccups: There is no unholy damage in Pathfinder, and it’s “Resistance 10”, not “resist 10” regarding the formatting of resistance in text. Oddly, in spite of being, according to the 5e-version, written originally for PFRPG, there is also a reference to a Dexterity saving throw that should reference to Reflex saves instead. These are the exception to the rules, though – as a whole, the module is solid and easy to run, and even the rare few glitches should not stump any GM.


There is another note: The AP, while NOT grimdark or particularly bleak, does feature mature themes. While *I* think that kids in their puberty should have no issues here, it should probably be noted that this is not a happy-go-lucky adventure. As before, the adventure provides ample and well-written read-aloud prose, so if you’re one of the GMs who has an issue with improvising text on the fly, know that this offers some guidance.


Now, the following discussion contains SPOILERS for the module and some aspects of the AP. I *strongly* recommend not reading further if you plan on playing in this adventure. Players should move to the conclusion.



..

.

Only GMs around? Great! Massive spoilers ahead! So, the Healing Hands are an order of monks devoted to healing in a godless city; their organization, though, does hide a horrid secret – you see, their powers stem from the divine essence of the fallen god Aether, used to cling to the ever-eroding power of the once mighty guild, left behind in the wake of progress and wealth. Alas, the overuse of Aether’s essence has had catastrophic effects on some of the best and brightest of the guild…and worse, the Seekers of Asmodeus have found out, putting the scandalous secret as a cocked gun to the proverbial head of the order…and thus, the power of a fallen god now lies within the hands of hell’s servants...this far we know as the GM, but in a nice way of unobtrusive exposition, this knowledge about the “alliance” of the two guilds, if not previously unearthed, is recalled by proximity in the opening scene: As the PCs are exploring the great market in the trade ward, they’ll bear witness to a seeress suffering from convulsions, tended by monks of the Healing Hand, while Seekers hold her down – it’s a small detail, but it’s this attention to the small details that shows the care that went into this.


PCs may well insinuate them, depending on the previous modules and their standing with e.g. the guard, into the investigation...or just notice a suspicious book while in presence of the convulsion-plagued, delirious seeress…and an old friend is not well. Thaddeus, previously plagued by prophetic visions via the medium of paintings, has produced something in his rather…dilapidated apartment atop a giant leech-restaurant: A picture of an angel and a devil hugging, which once more represents a type on unobstrusive, symbolic foreshadowing I very much enjoyed. Really cool: The artwork has been reproduced in the module and can be handed out to the PCs…and yes, it does represent a stained glass window. Both of these initial encounters can point the PCs thus to further trails – the book was purchased from the Faculty of Arcana, and a brief investigation should yield the clue that the scion of the noblehouse that produced the rather scandalous and heretical stained-glass window depicted in the painting actually has purchased the second, recently sold book. In golem study, the PCs can touch base with Adam, and just as they’re exploring the place, a detonation will rock the chemistry lab, with a couple of mephitis and an animated robe making for a light-hearted encounter.


In the aftermath of the investigation at the faculty, the PCs should have a good pretense to visit the Clayver manor – namely the fact that, in spite of William’s erratic behavior, tomorrow’s party is on track and, well, the place to be. The social event of the party will indeed be well-attended – Eria, Triast, Radiant Soul – this is a great way to catch up with allies and roleplay to your heart’s content. William, surrounded by vapid cronies, will at one point begin his demonstration, walking those interested past the security cordon to the sub-basement, where an old crone will “aid Wilton”, who, bereft of talent, seeks to sacrifice his brother in a ritual most foul! Any blood spilled will finish the ritual generating an unstable rift to R’lyeh! Being close to the nexus of the rituals, the PCs and those present are spared the hallucinations, as they hopefully stop William and the wicked witch that has used the foolish young man’s ambition and frustration for her dark ends…and the PCs should preferably succeed sans the emerging Gug slaying them all. In the aftermath, PCs can potentially escape the place, and yes, the module remembers the promise that Cthulhu et al. remains optional – the section has a note that allows for the removal of mythos-themes.


Having prevented Thaddeus’ dire prediction, the PCs may wish to return to their ally – but he I nowhere to eb found. Signs of struggle abound. The abduction was NOT a quiet one, and the locals will note that the monks of the Healing Hands and the Seekers were responsible. The trail, obviously, leading to the eponymous sanitarium! This is where the story kicks into high gear: The module accounts for a variety of PC inquiries and involving of key-NPCs in the subject matter; Virgil, a brother of the healing hands, may well provide his keys and note how to get to the restricted section of this place; Triast gets a massive character-development, as the PCs may well witness a rift between him and the High Seeker, who, according to Triast, has become tempted by the power of the Machine, losing sight of the goal of the Seekers. Triast is promptly imprisoned, which can, obviously, change the dynamics of the relationship with the PCs.


As the PCs infiltrate the Santarium, the PCs will find the extent of the corruption of the monks ever more apparent, with foreboding scribbles already telling of the dark shape of things to come and e.g. guildmaster Redgrave, insane, tending a garden of fleshy polyps of blood and viscera (represented by an amazing artwork) being testament to the level of corruption that the monks suffer from; exploration of the place will also yield the chance to break Triast from his Seeker-affiliation, obviously, and the horror of a magical drug and use of the mad god’s body (which may well be destroyed by the PCs!) will make for rather…well, interesting changes, with the components of the machine and a mad doctor and his golem making for bosses. Did I mention the sea-caves-level as an optional means to gain access?


You see, ultimately, the watch will come, and thus, the climax of the module will see a massive trial of the organizations, with the PCs are key witnesses in what amounts to a nice montage-style trial, suffused with a couple of rules-components and notes for reputation systems, if any, taken into account…The Seekers will be stripped of their de-facto watch-privileges, and the most trusted guild of the city will lie in tatters, though the mistreatment of the patients will be hard to prove. Still, the social structure of the city has been shaken to the core…and that is but a glimpse of the shape of things to come…


The pdf closes with notes on the magic items and the bestiary of the critters used.


Conclusion:

Editing and formatting are very good on a formal level; on a rules-language level, the pdf sports a few hiccups, but nothing truly glaring – it can be considered to be good, bordering on very good there. Layout adheres to an elegant, nice two-column full-color standard. The adventure sports quite a few nice, original full-color artworks and the adventure comes fully bookmarked for your convenience. The cartography is nice and, as mentioned before, the extensive support of different versions adds a big plus here.


Micah Watt’s Sanitarium is clever – I can see what the author is doing here. The adventure is setting up a lot of the themes and does so in an unobtrusive way, sans page-long exposition dumps. The massive changes to the social strata of the city make for a great twist and provides consequences for the actions of the PCs beyond what we usually get to see. As a stand-alone adventure, this is less focused than #3, but even if you are not interested in the AP as a whole, you could easily cut the module in 2 or 3 sections and scavenge these for your own purposes.


That being said, the adventure, particularly after playing the previous modules, makes for a compelling continuation of the unique themes and flavor that the series offers. With mechanics making use of terrain and smart foes on the mechanics-side, and also sporting a ton of roleplaying opportunities for players, the adventure can be considered to be a success, with various degrees of success and failure possible throughout. In short: This is, in spite of the difficult task this presents to the author, a well-crafted adventure that manages to be versatile and interesting. The few hiccups do not tarnish the structure or fun you can have with the module, and hence, my final verdict will clock in at 5 stars.

Endzeitgeist out.
Categories: Game Theory & Design

Sanitarium - Adventure 4 What Lies Beyond Reason - 5th Edition

New RPG Product Reviews - 5 June 2018 - 4:24am
Publisher: Pyromaniac Press
Rating: 5
An Endzeitgeist.com review

The much-anticipated fourth installment of the high fantasy horror AP by Micah Watt clocks in at 81 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page KS-backer-thanks, 1 page SRD, 1 page back cover, leaving us with 75 pages of content, so let’s take a look!


As before, we get a selection of pregens, 5 to be precise, should you choose to replace a fallen PC or dive right into this. However, I do recommend playing the series; while deliberately slow in the beginning, the third module remains one of the best haunted house modules I know, and if this one can retain that level of quality, then we’re in for a treat!


Now, on a formal level, it should be noted that, like the previous adventures, we get EXTENSIVE map-packs: We get versions of the maps in b/w AND full-color, with and without grid, and with and without background parchment – where relevant. Smaller, room-sized maps come in player-friendly versions in full-color, accounting for the fact that they’ll be used by klutzes like yours truly that can’t draw, or by folks using VTTs. Seriously, though: Big kudos, particularly considering that Pyromaniac Press is a small and relatively new outfit – this sort of support should be standard!


The module, while intended for 6th level characters, sports scaling advice for 5th and 7th level. Particularly when running this as intended, as part of the AP, it becomes important for the GM to note dynamics; system-immanently, at this point NPC-allegiances and the state of the metropolis Anduria can begin to diverge rather greatly due to the sheer number of variables. As such, the series no longer assumes certain things to necessarily hold true, which is a good thing in my book – freedom is preferable to being shoehorned into one story.


There is another note: The AP, while NOT grimdark or particularly bleak, does feature mature themes. While *I* think that kids in their puberty should have no issues here, it should probably be noted that this is not a happy-go-lucky adventure. As before, the adventure provides ample and well-written read-aloud prose, so if you’re one of the GMs who has an issue with improvising text on the fly, know that this offers some guidance.


Now, as far as conversion goes, this is an interesting example: On the one hand, I could nitpick one instance of “Sense Motive” remaining, which should refer to Insight instead, and “Intimidate” in some statblocks should refer to Intimidation instead. Similarly, the statblocks, while bolding abilities etc. properly, do not italicize attack-names, for example, as well. So yeah, in the formal department, we have some unnecessary deviations. On the other hand, it is rather interesting to note that advantage and disadvantage are used properly, and that, by virtue of 5e’s design-aesthetic, the benefits that clever roleplaying may yield are more pronounced, which is a big plus for me. In direct contrast, I’d prefer how this version handles things. It’s a bit more challenging as far as I’m concerned. The rules-relevant components are per se well-crafted, with damage thresholds noted and damage types, as a whole, well-translated, though a few of deviations can be found regarding the paradigms can be found: There is no unholy damage in 5e and Wisdom damage is something that is quite scarce in 5e. That being said, these deviations are the exception, not the rule – poison and the poisoned condition, for example, are used properly. All in all, this is a well-made conversion, if not a perfect one.


Now, the following discussion contains SPOILERS for the module and some aspects of the AP. I *strongly* recommend not reading further if you plan on playing in this adventure. Players should move to the conclusion.



..

.

Only GMs around? Great! Massive spoilers ahead! So, the Healing Hands are an order of monks devoted to healing in a godless city; their organization, though, does hide a horrid secret – you see, their powers stem from the divine essence of the fallen god Aether, used to cling to the ever-eroding power of the once mighty guild, left behind in the wake of progress and wealth. Alas, the overuse of Aether’s essence has had catastrophic effects on some of the best and brightest of the guild…and worse, the Seekers of Asmodeus have found out, putting the scandalous secret as a cocked gun to the proverbial head of the order…and thus, the power of a fallen god now lies within the hands of hell’s servants...this far we know as the GM, but in a nice way of unobtrusive exposition, this knowledge about the “alliance” of the two guilds, if not previously unearthed, is recalled by proximity in the opening scene: As the PCs are exploring the great market in the trade ward, they’ll bear witness to a seeress suffering from convulsions, tended by monks of the Healing Hand, while Seekers hold her down – it’s a small detail, but it’s this attention to the small details that shows the care that went into this.


PCs may well insinuate them, depending on the previous modules and their standing with e.g. the guard, into the investigation...or just notice a suspicious book while in presence of the convulsion-plagued, delirious seeress…and an old friend is not well. Thaddeus, previously plagued by prophetic visions via the medium of paintings, has produced something in his rather…dilapidated apartment atop a giant leech-restaurant: A picture of an angel and a devil hugging, which once more represents a type on unobstrusive, symbolic foreshadowing I very much enjoyed. Really cool: The artwork has been reproduced in the module and can be handed out to the PCs…and yes, it does represent a stained glass window. Both of these initial encounters can point the PCs thus to further trails – the book was purchased from the Faculty of Arcana, and a brief investigation should yield the clue that the scion of the noblehouse that produced the rather scandalous and heretical stained-glass window depicted in the painting actually has purchased the second, recently sold book. In golem study, the PCs can touch base with Adam, and just as they’re exploring the place, a detonation will rock the chemistry lab, with a couple of mephitis and an animated robe making for a light-hearted encounter.


In the aftermath of the investigation at the faculty, the PCs should have a good pretense to visit the Clayver manor – namely the fact that, in spite of William’s erratic behavior, tomorrow’s party is on track and, well, the place to be. The social event of the party will indeed be well-attended – Eria, Triast, Radiant Soul – this is a great way to catch up with allies and roleplay to your heart’s content. William, surrounded by vapid cronies, will at one point begin his demonstration, walking those interested past the security cordon to the sub-basement, where an old crone will “aid Wilton”, who, bereft of talent, seeks to sacrifice his brother in a ritual most foul! Any blood spilled will finish the ritual generating an unstable rift to R’lyeh! Being close to the nexus of the rituals, the PCs and those present are spared the hallucinations, as they hopefully stop William and the wicked witch that has used the foolish young man’s ambition and frustration for her dark ends…and the PCs should preferably succeed sans the emerging Gug slaying them all. In the aftermath, PCs can potentially escape the place, and yes, the module remembers the promise that Cthulhu et al. remains optional – the section has a note that allows for the removal of mythos-themes.


Having prevented Thaddeus’ dire prediction, the PCs may wish to return to their ally – but he I nowhere to eb found. Signs of struggle abound. The abduction was NOT a quiet one, and the locals will note that the monks of the Healing Hands and the Seekers were responsible. The trail, obviously, leading to the eponymous sanitarium! This is where the story kicks into high gear: The module accounts for a variety of PC inquiries and involving of key-NPCs in the subject matter; Virgil, a brother of the healing hands, may well provide his keys and note how to get to the restricted section of this place; Triast gets a massive character-development, as the PCs may well witness a rift between him and the High Seeker, who, according to Triast, has become tempted by the power of the Machine, losing sight of the goal of the Seekers. Triast is promptly imprisoned, which can, obviously, change the dynamics of the relationship with the PCs.


As the PCs infiltrate the Santarium, the PCs will find the extent of the corruption of the monks ever more apparent, with foreboding scribbles already telling of the dark shape of things to come and e.g. guildmaster Redgrave, insane, tending a garden of fleshy polyps of blood and viscera (represented by an amazing artwork) being testament to the level of corruption that the monks suffer from; exploration of the place will also yield the chance to break Triast from his Seeker-affiliation, obviously, and the horror of a magical drug and use of the mad god’s body (which may well be destroyed by the PCs!) will make for rather…well, interesting changes, with the components of the machine and a mad doctor and his golem making for bosses. Did I mention the sea-caves-level as an optional means to gain access?


You see, ultimately, the watch will come, and thus, the climax of the module will see a massive trial of the organizations, with the PCs are key witnesses in what amounts to a nice montage-style trial, suffused with a couple of rules-components and notes for reputation systems, if any, taken into account…The Seekers will be stripped of their de-facto watch-privileges, and the most trusted guild of the city will lie in tatters, though the mistreatment of the patients will be hard to prove. Still, the social structure of the city has been shaken to the core…and that is but a glimpse of the shape of things to come…


The pdf closes with notes on the magic items and the bestiary of the critters used.


Conclusion:

Editing and formatting are very good on a formal level; on a rules-language level, the conversion is at once solid regarding the details and aesthetics, while sporting a few references that are relics – like a reference to Will saves that should refer to Wisdom saving throws. Layout adheres to an elegant, nice two-column full-color standard. The adventure sports quite a few nice, original full-color artworks and the adventure comes fully bookmarked for your convenience. The cartography is nice and, as mentioned before, the extensive support of different versions adds a big plus here.


Micah Watt’s Sanitarium is clever – I can see what the author is doing here. The adventure is setting up a lot of the themes and does so in an unobtrusive way, sans page-long exposition dumps. The massive changes to the social strata of the city make for a great twist and provides consequences for the actions of the PCs beyond what we usually get to see. As a stand-alone adventure, this is less focused than #3, but even if you are not interested in the AP as a whole, you could easily cut the module in 2 or 3 sections and scavenge these for your own purposes.


That being said, the adventure, particularly after playing the previous modules, makes for a compelling continuation of the unique themes and flavor that the series offers. With mechanics making use of terrain and smart foes on the mechanics-side, and also sporting a ton of roleplaying opportunities for players, the adventure can be considered to be a success, with various degrees of success and failure possible throughout. In short: This is, in spite of the difficult task this presents to the author, a well-crafted adventure that manages to be versatile and interesting. The conversion is at once rather interesting and made with care, and on the other hand, sports a few unnecessary relics that could have been caught. This is what costs this version half a star, for a final verdict of 4.5 stars. That being said, in spite of these minor rough spots, this is still very much worth checking out, and flow-wise, I actually enjoyed this version a tad bit more – if you can look past them and have the means to choose versions, I’d go for this one, in spite of it being slightly less refined. Oh, and yes, I will round up for this one as well – this is well worth getting and rendered me absolutely stoked for the next adventure!

Endzeitgeist out.
Categories: Game Theory & Design

Agiledrop.com Blog: AGILEDROP: Drupal and the Internet of Things

Planet Drupal - 5 June 2018 - 2:32am
Unless you’ve been living under the rock these past few years, you might have heard of the term ‘The Internet of Things’. If you’ve always wondered what Internet of Things is and you know what Drupal is, then you’ve stumbled upon the right place. In this post, I’ll take a brief look and what Internet of Things is and how Drupal can be used to take advantage of it.   What is the Internet of Things? The Internet of Things or IoT for short is the next big technological leap in the networking world. If you take a look at the past few years, the growth of mobile devices has enabled constant… READ MORE
Categories: Drupal

Embetty

New Drupal Modules - 5 June 2018 - 1:25am
Embetty

Embetty displays remote content like tweets or YouTube videos without compromising your privacy.

It consists of two components:

Categories: Drupal

Meeple Monthly Roundup, April 2018 - by Michael Heron

Gamasutra.com Blogs - 5 June 2018 - 1:09am
Here's what we were up to in the month of April, 2018
Categories: Game Theory & Design

Sandy's Soapbox: Updates on eBook Royalty Rates

RPGNet - 5 June 2018 - 12:00am
A bit more on royalties.
Categories: Game Theory & Design

Video: A postmortem look at Rocket League's language ban system

Social/Online Games - Gamasutra - 4 June 2018 - 2:13pm

Psyonix's Devin Connors delivers a great GDC 2018 Community Management Summit talk on the design and implementation of the language ban system in the studio's hit car soccer game Rocket League. ...

Categories: Game Theory & Design

First Issue of The Spirit Gaming Magazine Now Available

Tabletop Gaming News - 4 June 2018 - 2:00pm
When filling up your day with gaming information, there’s nothing quite like a gaming magazine. And I’m happy to announce that the first issue of a new one is now available. And hey, it’s free! What more could you want? Head on over and download your copy of The Spirit now. From their Twitter page: […]
Categories: Game Theory & Design

Don't Miss: Looking back at how Evolve was retrofitted for accessibility

Social/Online Games - Gamasutra - 4 June 2018 - 1:12pm

Though support for the multiplayer-only shooter is slowly winding down, developers can still learn from Turtle Rock's decision to implement new accessibility changes to the game post-launch. ...

Categories: Game Theory & Design

Pages

Subscribe to As If Productions aggregator