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Top Grossing and Top Downloaded Mobile Games Ratio - by Yura Yashunin

Gamasutra.com Blogs - 23 October 2017 - 6:32am
Does a high index of downloads correlate with high profits? And whether Top Downloaded is equal to Top Grossing or not? Let’s take a closer look.
Categories: Game Theory & Design

The Future of Gaming is Bright: Growth of High School and Collegiate eSports and Benefits to Society - by Andrew Heikkila

Gamasutra.com Blogs - 23 October 2017 - 6:32am
It’s only a matter of time before even more colleges and high schools bring gaming into the fold of interscholastic athletics. What this means for developers and the gaming industry is unclear, what is clear is that the future of gaming is bright.
Categories: Game Theory & Design

Softy Simness – Postmortem - by Roman Luks

Gamasutra.com Blogs - 23 October 2017 - 6:31am
Hi, I'm Roman. I'm a gamedev enthusiast. Currently, I am finishing up my studies at Masaryk University in Brno, Czech Republic. I chose a VR research as my Master’s thesis and this is a this is a postmortem mostly about the development and the experiment.
Categories: Game Theory & Design

Cognitive Biases to Watch Out For When Running a Games Business - by Richard Atlas

Gamasutra.com Blogs - 23 October 2017 - 6:30am
This post talks about some cognitive biases to avoid while making games or running a game studio, and links to some good resources about biases as well.
Categories: Game Theory & Design

Picoworld: How I saved time animating & Why I switched to Krita - by Rick Hoppmann

Gamasutra.com Blogs - 23 October 2017 - 6:30am
From building a real-life terrarium to ingame background graphics - and why I use Krita now to draw assets.
Categories: Game Theory & Design

Bringing Galaxy on Fire 3 to Vulkan: Stats & Summary - by Johannes Kuhlmann

Gamasutra.com Blogs - 23 October 2017 - 6:29am
Blog series on how we brought our game to Vulkan. This is the last post where we show performance measurements and compare implementation sizes.
Categories: Game Theory & Design

Day 31 of 100 Days of VR: Stopping The Time Score System When The Game Is Over - by Josh Chang

Gamasutra.com Blogs - 23 October 2017 - 6:29am
Today, we’re going to continue developing our score system by pauing time after we win or lose and stopping our player’s shooting animation and sound effects when the game is over.
Categories: Game Theory & Design

Two drunks stepped in a health bar…The JUI (Joke User Interface) Epic made in Fortnite - by Andreas Ahlborn

Gamasutra.com Blogs - 23 October 2017 - 6:29am
When microstransaction-based AAA games have a messy interface is this an problem or a patent?
Categories: Game Theory & Design

What Assets to Provide When Starting Your Game Trailer Production - by Donald Britt

Gamasutra.com Blogs - 23 October 2017 - 6:24am
Once the game trailer production project has begun and it's time to get started on the trailer, you will need to provide some things to your game trailer producer. The more you can hand over, the better the end product is going to be.
Categories: Game Theory & Design

Privateer Press Announces Direct-Only-Sales System

Tabletop Gaming News - 23 October 2017 - 6:00am
Privateer Press has announced a new Direct-Only-Sales system called Black Anchor Heavy Industries. This new system allows them to create the really huge minis that many of us love (I love my Stormwall), but at a rate and price that’s a bit more manageable. Such huge figures will be available from Privateer directly, with a […]
Categories: Game Theory & Design

Ubercart GoCardless Client

New Drupal Modules - 23 October 2017 - 5:19am

The Ubercart GoCardless Client module provides an integration with the Ubercart e-commerce suite, and GoCardless.com. Sites that implement the module are 'clients' of Seamless-CMS.co.uk, which handles the management of direct debit mandates with GoCardless on behalf of the client site.

The module integrates into Ubercart like any other Payment service module, and allows customers to create a direct debit mandate for paying for products upon checking out.

Categories: Drupal

Level Design: Do your research - Where's the toilet? - by Max Pears

Gamasutra.com Blogs - 23 October 2017 - 4:57am
This blog covers why research is super important and why as designers we should never skip this phase. One thing to consider as well when creating a level is where is the toilet? Originally on: Maxpears.com
Categories: Game Theory & Design

System Nodes

New Drupal Modules - 23 October 2017 - 3:25am

This module provides an intermediary between configured system paths and created content.

System paths (such as the site's front page and error pages) can refer to content such as node pages. These may not be available in all environments, and may be deleted by content editors who have no access to update the site configuration.

As a solution, System Nodes provides configurable "soft reference" paths that can be used in the configuration, and which can be assigned to nodes while editing.

Categories: Drupal

Review: Writing with Style

Gnome Stew - 23 October 2017 - 3:00am

Writing with Style by Ray Vallese is a short PDF packed with advice for RPG creators. It’s written from the perspective of an editor who has more than twenty years of experience. The focus of the book is on clarity in writing and executing words in a manner that will allow for the proper expression of ideas from the creator to the reader. This book assumes the creator is crafting a role playing game and that the readers are players or game masters. However, anyone who slings words in a professional manner can benefit from this book.

Break the Rules

One of the greatest pieces of advice in this book can be found at the top of page four. The advice is, “Do you have to follow all of these tips all the time? Nope. It’s fine to break them to add variety to your writing. In fact, you should. Don’t hammer all the flavor or voice out of your text to rigidly adhere to guidelines. Just be sure you understand the rules before you break them.” This is classic advice that should be required at the start of any writing seminar, class, or panel at a conference. There are few absolutes in writing, but the key thing to remember is that you must first know the rules. This will allow you to know why they are there and what intent to use when breaking them on purpose.

Overall Impressions

One of the reasons I stepped up to review this book when it was presented to us is that I’m in the final stages of polishing up my own role playing game. I wanted to see what kind of nuggets of gold I could glean from the pages. I must say that I found quite a few shiny tidbits within the pages. I thought about listing them out here, but I soon realized that I’d be touching on almost every section of the book. Most of the advice that I found was on target, succinctly stated, and clearly described to me. There were a few items  If there is a class on tabletop game creation somewhere, then this should be an introductory textbook for that class. that missed the mark for me, but I quickly realized those items were things I’d already mastered and didn’t need someone to list out for me. This isn’t to say that what I’ve mastered has been mastered by everyone. There are gaps in my knowledge and experience that don’t align with everyone else’s gaps. This means those items that didn’t resonate with me could very well be the perfect golden nugget for someone else.

I read through the book twice to make sure I didn’t miss anything, and at the end of the second read, I found myself to be quite impressed by the large number of areas covered in a mere 44 pages. The book contains a great balance of general writing tips that can be applied in any situation and tips that are specific to RPG publishing.

Quite a few conferences and conventions exist for teaching writing, support gaming, and overlap those two areas a small amount, but I’ve never seen someone put these two areas together as well as Ray has here. If there is a class on tabletop game creation somewhere (and I’m sure there is, but I’m not aware of it), then this should be an introductory textbook for that class.

Callouts

Outside the “learn the rules before breaking the rules” section, I want to call out two important sections of the book.

The first is the section about creating and using style guides. If you’re working with a team of creators, this is vital to keep everyone on the same page and expressing different ideas in a consistent manner. If your team doesn’t have a style guide, it would be wise to pause the creation of words for a day or three until a starter style guide is created. One thing I didn’t see in the Writing with Style was the mention that a style guide should be considered a living document, not one that is etched in stone and forever treated like a holy text.

The second section is a painfully hilarious section called, “Fear the Dawizard.” In this section Ray recounts an instance where someone did a search-and-replace for “mage” to change it to “wizard” everywhere… and then clicked the “replace all” button without selecting “whole word match.” This, unfortunately, changed “damage” to “dawizard” and similar goofs. The reason I find it hilarious is because I’ve been there, done that, and have the t-shirt to prove it. I think anyone that’s worked on a reasonably lengthy work has encountered this disaster. The moral of this story is that technology is a great lever to get things done more efficiently, it can also be a force multiplier for mistakes.

Layout Advice

This book focused on the use of words in a role playing game, but I’d love to see if Ray (or someone he’s worked with) would produce a similar book that focuses on layout. I don’t mean the specifics of how to use certain software, but the styles, guides, “do this,” “don’t do this,” and other advice on how to format a book for both print and PDF consumption. While I’m talking about layout, it’s very clear that the layout person (Lj Stephens according to the credits page) knows what they are doing with this book. The headers are clear, the callout text blocks are easy to read, and the font choices make it easy on the eyes to read. In addition to the functional pieces of the layout, everything runs together smoothly and is appealing to the eye at the same time.

Conclusion

If you’re a writer, this is an excellent investment of $4.95. If you’re thinking about creating role playing materials (adventures, rules, setting books, anything else), then this is a great expenditure of $4.95 for the PDF. If you happen to be doing both, like I am, then you owe it to yourself to pick this book up.

Categories: Game Theory & Design

Zivtech: Decoupling Drupal: Our Experience with NowAnThen.com

Planet Drupal - 23 October 2017 - 2:14am
What is Decoupling?

Decoupling has been gaining momentum in the past couple years. An increasing number of websites and applications combine their content management system’s backend and editorial capabilities with a separate framework that renders the front end. 

The idea is to make data available in a different format (usually JSON) so the framework can parse it, and so the developer can take full control of the markup, UI, routing, etc. While it’s not ideal for certain types of sites (if you have a lot of pages for instance), it becomes very handy when dealing with single page applications or projects that require a lot of user interaction.

I recently attended Decoupled Dev Days in New York City. This two day event was a way to gather a small portion of the Drupal community (and others) for an in-depth look at the work many people are putting toward making Drupal an attractive backend for a decoupled app. Guest speakers were also main contributors for Angular.js and Ember.js, which was beneficial; the goal was not to make another Drupal centric conference, but rather to attract a broader audience within the tech community.

It was a great opportunity to see the community at work and to get insights about implementation, performance, tools, and more while working on a decoupled app myself.

Read more
Categories: Drupal

Agiledrop.com Blog: AGILEDROP: We can join in the middle of the project

Planet Drupal - 23 October 2017 - 12:22am
When talking about projects, regardless of their size or complexity, one will go through a couple of phases of project management. Let’s say there are five phases of project management:  project conception and initiation;  project definition and planning;  project launch or execution;  project performance and control;  project close.  Although each of those phases has its distinct qualities, they do overlap. And rightly so.  Planning for unplanned events Planning does start with estimating the budget and completion date, but the planning and defining the project sets the… READ MORE
Categories: Drupal

Dissecting Design -- Clive Barker's Undying and Action Horror - by Josh Bycer

Gamasutra.com Blogs - 23 October 2017 - 12:13am
Each week, Game Design Analyst Josh Bycer picks a game to examine in a video spotlight. In time for Halloween, it's Clive Barker's Undying.
Categories: Game Theory & Design

Fuzzy Thinking: Child of Destiny

RPGNet - 23 October 2017 - 12:00am
Fuzzy prophecies.
Categories: Game Theory & Design

heykarthikwithu: Composer in Drupal 8 - Manage dependencies

Planet Drupal - 22 October 2017 - 11:02pm
Composer in Drupal 8 - Manage dependencies

Install Modules/Themes via Composer in Drupal 8

 

heykarthikwithu Monday, 23 October 2017 - 11:32:54 IST
Categories: Drupal

Video Game Deep Cuts: Single-Player, Paperclip or Chicken-Blocking?

Social/Online Games - Gamasutra - 22 October 2017 - 7:20pm

This week's longform article/video highlights include the death - or not - of single-player AAA games, the clicker game paperclip-pocalypse, and some crazy specific fighting game terms. ...

Categories: Game Theory & Design

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