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Web Services Load Entity References

New Drupal Modules - 17 December 2014 - 8:35am

RESTful Web Services doesn't recursively populate entity references with entity objects. Rather, entity references are entity id+type stubs. This hooks into the construction of the services' response data to populate entityreference fields with their respective fully-loaded entity.

Categories: Drupal

Taxonomy Edge Field

New Drupal Modules - 17 December 2014 - 7:26am

Adds Views Taxonomy Edge filters and arguments for Taxonomy Term Reference fields

Categories: Drupal

The Game Outcomes Project: Learning how teams succeed and fail

Social/Online Games - Gamasutra - 17 December 2014 - 6:52am

"We have seen that four factors - project duration, team experience, financial incentives, and re-use of an existing game engine from a similar game - have clear correlations with game project outcomes." ...

Categories: Game Theory & Design

Views Plugin Argument Default Referer

New Drupal Modules - 17 December 2014 - 6:33am

Adds a views plugin argument default that retrieves a Node ID from HTTP_REFERER.

This plugin was created as a reaction to the following issue on the Media module

Categories: Drupal

IBAN Field

New Drupal Modules - 17 December 2014 - 5:34am

This module provides an IBAN field via the Drupal Field API. The module comes shipped with a second module which provides Webform support.

IBAN numbers are validated by country, length and the mod97 validation of IBAN numbers.


  • Enable the module like any other module
  • Enable countries you want validated on the module settings page
  • Create a field instance (In either a Content Type or a Webform)


Categories: Drupal

Force JS

New Drupal Modules - 17 December 2014 - 5:04am

Removes the has_js cookie for anonymous users without an open session.

When a browser renders a page generated by Drupal, a piece of JavaScript is executed which adds a cookie (has_js=1). This allows Drupal to generate different markup depending on whether the user agent is capable of executing JavaScript or not.

Categories: Drupal

Zengenuity: DrupalCamp Michigan 2015: January 31 at Henry Ford College

Planet Drupal - 17 December 2014 - 4:49am

Attention Michigan Drupalers! Mark your calendars for DrupalCamp Michigan, Saturday January 31 at Henry Ford College in Dearborn. For only $15, you get a full day of Drupal presentations, discussions and lunch!

Online registration/tickets will be available soon, and we’re currently accepting session proposals. If you’ve got an interesting presentation to share, please post it to the website here: Session selections will be made in early January.

Interested is sponsoring the camp and getting your name out to the local Drupal community? Sponsorship information is available here:

Categories: Drupal

Code Karate: Drupal 7 PRLP: An easier way to resetting Drupal passwords

Planet Drupal - 17 December 2014 - 4:40am
Episode Number: 187

The Password Reset Landing Page or PRLP module is honestly one of the simplest modules you have come across. The sole purpose of the module is to provide the ability for users who request a new password to be able to reset their password on the password reset landing page instead of having to do so on the user edit page.

Tags: DrupalDrupal 7Drupal PlanetEmailSite Administration
Categories: Drupal

Code Drop: Upgrade Path: Drupal 6 to Drupal 8 using the Migrate API - Video Demo

Planet Drupal - 17 December 2014 - 12:57am

It's the final week of work before Christmas and Code Drop have sponsored me to work on core for the whole week :). I've been working towards a successful end to end migration from Drupal 6 to Drupal 8 and after debugging 5 core bugs, I finally have a working solution. Checkout the video!

The video shows an out the box Drupal 6 website with a bunch of fields, taxonomies and settings created. Most of the stuff comes across to Drupal 8 but there are still a few issues that need work.

Current Core Bugs

These are the core bugs that are required to get this demo working.

Categories: Drupal

Dungeon Crawl: Adding More Roleplaying

Gnome Stew - 17 December 2014 - 12:00am

Dungeon crawls are a staple of roleplaying. For this article, let’s expand the definition of dungeon beyond traditional tombs and caves. Crashed spaceships, inner-city sewers, and post-apocalyptic abandoned malls are all really variations on the dungeon. In a way, any remote location where bad things live can be a kind of dungeon. If you GM, odds are your PC’s will end up in some stinkhole sooner or later.

The drawback to dungeons (and remote wilderness areas) is that they may not provide sufficient roleplaying opportunities. In a village, city, sailing ship, or starship there are plenty of people to talk to. But not out in the bush. While there is no simple formula for running a successful session, providing varied encounters is generally sound practice. Varied encounters, including roleplaying opportunities, are more likely to hit the enjoyment modes of most players.

For myself, designing dungeons with more roleplaying encounters can be a challenge. So I spent some time listing some ways to get players talking to folks (and other things) in the dungeon. Here’s what I came up with:

Intelligent Opponents

While a bughunt often can be fun, room after room of unintelligent monsters or aliens can get old. Include opponents who can speak common or the language of the party. Also, consider having them not fight to the death. If they surrender or can be captured, then the party can interrogate or bribe them. This is a great way to get information to your party and keep the session moving towards a goal.

If your bad guys are truly bad, they may have captured some locals to serves as slaves, hostages, or even lunch. After rescuing them, they can be a great source of information or direction for the party. Also, prisoners are a classic trick for introducing new party members after a death or when adding a new player.

Intelligent Objects

Think talking statues, swords, books, computer interfaces. All of these provide chances for roleplaying, puzzles or riddles (if you use them).


These folks might be bored, lonely, or angry that their peace has been violated. Also, they may hold ancient knowledge. Unless you think your party is liable to attack them, you might not even need to generate any statistics for them. If they do decide to attack and you don’t have stats handy, just say: “Are you sure you want to go up against this?” Use a menacing voice, maybe chuckle evilly. Might save you some effort.

Uplifted Monsters

David Brin wrote a series of science fiction novels in which dolphins and chimps had their intelligence raised. They were “uplifted.” Imagine if a traditionally non-sentient monster were suddenly able to speak to the party. Would they continue to try to kill it? Would they be curious as to what magic was used to uplift the monster’s brain? Is the monster truly happy in their new state, or have they been shunned by the rest of the pack? These kind of questions can lead to great roleplaying opportunities, and perhaps even serve as adventure seeds.

These are just some of the possibilities for providing more roleplaying in the dungeon. Why don’t you add your ideas to the list? Tell us below.

Categories: Game Theory & Design

Top 5 Games of 2014 - by Laralyn McWilliams Blogs - 16 December 2014 - 11:16pm
In no particular order, here are my top five favorite games for 2014!
Categories: Game Theory & Design

From Game Balance and Meta-Game to Matchup Prediction: Understanding the Street Fighter Tier List - by Eduardo Graells Blogs - 16 December 2014 - 10:52pm
This post is an the analysis of the game balance in Super Street Fighter IV. We analyze it using statistical methods and machine learning techniques, to see what can we learn in terms of the meta game, as well as to evaluate if the game is balanced.
Categories: Game Theory & Design

Game a Week: Year In Review - by Adriel Wallick Blogs - 16 December 2014 - 10:51pm
After completing the journey to create a game a week for an entire year, it's time to examine how it went and the personal outcomes of the challenge.
Categories: Game Theory & Design

From Console to Mobile : 38 Days Later - by Matt Powers Blogs - 16 December 2014 - 10:51pm
Matt is a Senior Producer with 20+ years of console experience. He recently switched to mobile. Would his experience be applicable? Is mobile development that different than console development? 38 days into his new job, Matt explores these questions.
Categories: Game Theory & Design

AN AMERICAN DEV IN POLAND, Part 1 - by Dan Jolley Blogs - 16 December 2014 - 10:51pm
Part 1 of a series of travelogue/dev journal posts about my three-month stint in Wrocław, Poland working for Techland on Dying Light.
Categories: Game Theory & Design

"This isn't anything like Grandma's Boy" - New Book: Developer's Dilemma - by Casey ODonnell Blogs - 16 December 2014 - 10:51pm
An introduction to and excerpt from Casey O'Donnell's new book, Developer's Dilemma: The Secret World of Videogame Creators, published by MIT Press. It is an ethnographic account of the everyday lives of game developers at the height of the console era.
Categories: Game Theory & Design

This isn't Censorship, it's Intelligence - by Ryan Morrison Blogs - 16 December 2014 - 10:51pm
You've probably seen by now that Hatred has been pulled by Steam. In what shouldn't be much a surprise, a game trying to cross the line, well, crossed the line. Here's why that's a great thing.
Categories: Game Theory & Design

How the Indie Market has Blocked Cloning - by Ulyana Chernyak Blogs - 16 December 2014 - 10:51pm
Today's post examines how the PC Indie market has been combating the issue of cloning that has plagued mobile development thanks to a focus on quality. However what has helped against cloning also makes it hard to release titles on the mobile market.
Categories: Game Theory & Design

Reading the Morning IndieDev Newspaper - by Bryan Fisher Blogs - 16 December 2014 - 10:51pm
While I've found some tutorials and classes to take in learning IndieDev, I wasn't sure if there should be something I read every morning. Here's my current morning IndieDev Newspaper.
Categories: Game Theory & Design

Steam Early Access – Good, Bad, Ugly? - by Pablo Rodriguez-Valero Blogs - 16 December 2014 - 10:51pm
Pablo Rodriguez, Creative Director of SKARA, The Blade Remains highlights the problems with Valve’s recent move to establish more rules and guidelines for STEAM Early Access.
Categories: Game Theory & Design
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