Newsfeeds

Mediacurrent: Content as the Common Language of Web Development

Planet Drupal - 15 November 2017 - 11:21am

If there’s one thing I learned while attending DrupalCon Baltimore 2017 this past spring, it’s that those of us involved in building the web are only getting more and more specialized in how we help build it. It boggles the mind to witness the sheer amount of new session tracks, new technologies, new design patterns, and new discussions that come up each year at DrupalCon.

Categories: Drupal

Midweek Snippets

Tabletop Gaming News - 15 November 2017 - 11:00am
The week continues along. We’re halfway to the end. Just gotta put our heads down and power through. Not that the week’s been terrible, mind you. Just busy. Lots of things on my metaphorical plate before I get lots of things on my actual plate next week. But before we can get there, let’s snack […]
Categories: Game Theory & Design

Delta Green: Music From a Darkened Room

New RPG Product Reviews - 15 November 2017 - 10:20am
Publisher: Arc Dream Publishing
Rating: 5
This adventure begins with the party being asked to investigate the mysterious death of a veteran Delta Green agent (and FBI agent) in a suburban house that has a bad reputation in the neighbourhood - their task is to determine if the house itself poses a threat. The local coroner has pronounced him a suicide, and other Delta Green agents in the FBI worked to maintain this as the official story, but the organisation has doubts and wishes to know the truth... but not for it to get out. The locals feel the same way, so this is an investigation that must be carried out discreetly.

There's a What's Going On section that gives you the low-down on the house, its history and what is actually happening there: a sad story spanning over an hundred years. There are various avenues of enquiry that the party can follow, and masses of information to enable you to give appropriate responses as they investigate. The main strands that they can pursue include the house itself, official records, talking to the locals, and researching the history of the house... and of course they may choose to do all of these or more. It's well to be really familiar with the material before the game, and to keep in mind the consequences of what they do and - even more importantly - how they choose to go about it. They should find it quite easy to attract attention, and there are notes to aid you in ensuring that it's the wrong kind of attention!

It is an atmospheric and almost claustrophobic tale of small-town America. Visiting the house itself, which curious party members are almost certain to do, is a terrifying and potentially deadly experience. Play this up... it's enough to give the players nightmares if done right, never mind their characters. There are ways to clear things up, but most of the options are obscure and you may have to give even competent investigators a few hints. Suggestions are made as to how to do this, and not all the methods are successful, even if the very high price that must be paid. Overall it's an excellent creepy haunted house scenario that should haunt your group long after you have played it!
Categories: Game Theory & Design

Dog Might Games Posts New Countdown: Action Edition Preview

Tabletop Gaming News - 15 November 2017 - 10:00am
Countdown: Action Edition brings the excitement of 80s action movies to your tabletop. While most of the positions in the game are randomly determined, one player will always be the Action Hero. That player will be the final arbiter in discussions and act as a GM, of sorts, for the game. White jacket with huge […]
Categories: Game Theory & Design

Andrana Project Social Deduction Game Up On Kickstarter

Tabletop Gaming News - 15 November 2017 - 9:00am
The worlds of the digital and the real are merging more and more every day. Hell, I “work online.” Most of us have little devices in our pockets that are what just 20 years ago would be considered supercomputers. It’s only natural that this blending happens in the gaming world, too. Andrana Project is a […]
Categories: Game Theory & Design

Drupal blog: An update on the Layout Initiative for Drupal 8.4/8.5

Planet Drupal - 15 November 2017 - 8:39am

This blog has been re-posted with permission from Dries Buytaert's blog. Please leave your comments on the original post.

Now Drupal 8.4 is released, and Drupal 8.5 development is underway, it is a good time to give an update on what is happening with Drupal's Layout Initiative.

8.4: Stable versions of layout functionality

Traditionally, site builders have used one of two layout solutions in Drupal: Panelizer and Panels. Both are contributed modules outside of Drupal core, and both achieved stable releases in the middle of 2017. Given the popularity of these modules, having stable releases closed a major functionality gap that prevented people from building sites with Drupal 8.

8.4: A Layout API in core

The Layout Discovery module added in Drupal 8.3 core has now been marked stable. This module adds a Layout API to core. Both the aforementioned Panelizer and Panels modules have already adopted the new Layout API with their 8.4 release. A unified Layout API in core eliminates fragmentation and encourages collaboration.

8.5+: A Layout Builder in core

Today, Drupal's layout management solutions exist as contributed modules. Because creating and building layouts is expected to be out-of-the-box functionality, we're working towards adding layout building capabilities to Drupal core.

Using the Layout Builder, you start by selecting predefined layouts for different sections of the page, and then populate those layouts with one or more blocks. I showed the Layout Builder in my DrupalCon Vienna keynote and it was really well received:

8.5+: Use the new Layout Builder UI for the Field Layout module

One of the nice improvements that went in Drupal 8.3 was the Field Layout module, which provides the ability to apply pre-defined layouts to what we call "entity displays". Instead of applying layouts to individual pages, you can apply layouts to types of content regardless of what page they are displayed on. For example, you can create a content type 'Recipe' and visually lay out the different fields that make up a recipe. Because the layout is associated with the recipe rather than with a specific page, recipes will be laid out consistently across your website regardless of what page they are shown on.

The basic functionality is already included in Drupal core as part of the experimental Fields Layout module. The goal for Drupal 8.5 is to stabilize the Fields Layout module, and to improve its user experience by using the new Layout Builder. Eventually, designing the layout for a recipe could look like this:

Layouts remains a strategic priority for Drupal 8 as it was the second most important site builder priority identified in my 2016 State of Drupal survey, right behind Migrations. I'm excited to see the work already accomplished by the Layout team, and look forward to seeing their progress in Drupal 8.5! If you want to help, check out the Layout Initiative roadmap.

Special thanks to Angie Byron for contributions to this blog post, to Tim Plunkett and Kris Vanderwater for their feedback during the writing process, and to Emilie Nouveau for the screenshot and video contributions.

Categories: Drupal

myDropWizard.com: Agencies: Don't keep passwords in your wiki!

Planet Drupal - 15 November 2017 - 8:16am

You spend so much time writing secure code, and doing security updates, but you're putting all of that in danger with your wiki. A huge percentage of agencies put passwords into wikis - and other shared resources!!!

Using a shared Google/Office document, spreadsheet - even with black text on a black background - isn't much better! So, think of "wiki" in this context as being any "low-cost, low-security, high-accessibility, super-convenient storage."

You are putting your agency AND your customers at risk by keeping passwords in your company wiki!

Read more to find out why, and a better way to do it!

Categories: Drupal

Fantasy Flight Games Posts New Fallout Preview

Tabletop Gaming News - 15 November 2017 - 8:00am
So, you’re stuck in a post-apocalyptic wasteland. (Thanks again, TODD!! *said sarcastically*) That’s gotta be a bit of a bummer. But you get the chance to remake yourself. And in this preview for the Fallout board game coming from Fantasy Flight, you can see how you’re able to do that. You will be The Final […]
Categories: Game Theory & Design

Drupal Association blog: Q2 2017 Financial Statement Summary

Planet Drupal - 15 November 2017 - 7:32am

The Drupal Association Board is responsible for the Drupal Association’s financial health and as part of their duty, they vote to approve monthly financial statements. The board met on September 23, 2017 at the board retreat that took place before DrupalCon Vienna and voted to approve the Q2 2017 financial statements that were prepared by our virtual CFO service, Summit CPA.

This blog walks you through our Q2 2017 Financials and how we performed against the two financial KPIs that we measure against each month:

  • Cash Reserve: Have a cash balance of 15-30% of Total Revenue

  • Net Income Profit Margin: End 2017 with a net income profit of 10%

Below is a summary of how we performed against our KPIs each month in the second quarter of 2017.

KPI Goal April May June Cash Reserve 15-30% 60% of goal 84% of goal 88% of goal Net Income Margin (NIM) % 10% 49.9% -29.8% -48.9%

The table above shows that Q2 was strong as a whole, due to the big income assist DrupalCon Baltimore gave.

With May and June below the KPI goal, we reviewed the entire quarter results as a whole. The quarter was buoyed by DrupalCon Baltimore which produced a majority of the $2,328,367 in April’s revenue and after its expenses, April landed $1,163,390 in net income. Following DrupalCon, May and June collectively accounted for $542,530 in revenue, producing a $214,711 net loss. When taken in total, we generated revenue of $2,870,897 and net income of $948,679. This equates to a NIM of 33.04% for the second quarter measuring above the net income margin goal.

You can see we did not achieve our cash reserve goal this quarter. The Drupal Association is still in its financial turn around so we did not meet our goal for the second quarter, however we are much closer to doing so than we have been in the past.

This chart below shows how cash reserves are building in Q2 and getting closer to hitting the cash reserve goal for this quarter.

Monthly Updates

April results toward our KPIs had us holding $1.2M in cash, which is 84% of the stated cash reserve goal.  Due to DrupalCon Baltimore reporting strong sales in both trainings and general conference tickets, we resulted in 49.9% of net income KPI.  Expenses for DrupalCon Baltimore came in lower, catering had significant savings of $50K.

For May, our cash reserve goal increased 11% through additional sales in Digital Sponsorships programs and DrupalCon ticket sales.  May expenses had DrupalCon Baltimore $15.8k less than forecasted, and IT had some savings in their budget as well, which helped cash reserves. 

June had costs from Baltimore which lowered net income by $70k than originally forecasted. This was seen in event production costs that were $100k higher than anticipated, along with an unanticipated $14k in professional expenses. Reducing the impact of those costs, income in other programs came in $55k higher, the majority being rebates from DrupalCon Baltimore. This impacted the cash reserve KPI, where we reached 88% of our goal.

We would not be able to do our mission-driven work without the support and contributions of our community. Contributions come in many forms, through the purchase of DrupalCon tickets and event sponsorships, through our Supporters and Members, Drupal.org sponsors, recruiters who post jobs on Drupal Jobs and many other fantastic ways our community supports the Drupal eco-system. We are deeply grateful for everyone who contributes their time, talent, and treasure to move Drupal forward.

Thank you!

File attachments:  june cash reserve.jpeg
Categories: Drupal

Defining mid-core games and why they matter - by Maciej Biedrzycki

Gamasutra.com Blogs - 15 November 2017 - 7:24am
There is a lot of fuss about mid-core games and debates if the term itself should exist in the first place. If you’ve ever wondered what it’s all about, please seat comfortably, enjoy a nice hot mug of tea and spare a couple of minutes reading our post.
Categories: Game Theory & Design

Northern Alliance Added to Kings of War: Vanguard Kickstarter

Tabletop Gaming News - 15 November 2017 - 7:00am
It’s getting cold out. Some people are more used to cold than others. Those that live in the cold, northern part of Mantica are certainly used to it. But they are heading south, looking to get some feeling back into their fingers. As such, the Northern Alliance is making its way into the Kings of […]
Categories: Game Theory & Design

Major Cost Issues You Will Face as a Developer or Company - by Peter Smalls

Gamasutra.com Blogs - 15 November 2017 - 6:53am
These issues appeared when I started my own company, often through no fault of my own, and other developers need to be on the lookout.
Categories: Game Theory & Design

Day 37 of 100 Days of VR: Adding Basic VR Changes Into Our FPS I - by Josh Chang

Gamasutra.com Blogs - 15 November 2017 - 6:52am
Welcome to Day 37! Today, things are finally going to get serious in working with VR! Currently, there are a lot of problems with the app from when we launch it. Some are true limitations and others are bugs. Let's fix them!
Categories: Game Theory & Design

Why Hiring My Wife was My Best Decision as an Indie Dev - by Ross Przybylski

Gamasutra.com Blogs - 15 November 2017 - 6:51am
Working 80+ hour weeks as an indie dev, I often had to choose between my wife and my work. This is the story of how our relationship and our game became even better by working together.
Categories: Game Theory & Design

The Inevitability of Favourable Board Game Coverage - by Michael Heron

Gamasutra.com Blogs - 15 November 2017 - 6:36am
Board game reviews skew positive. There are many reason for that, including the nature of the hobbyist review ecosystem itself. This article discusses the factors that have an impact on critical discussion in tabletop gaming.
Categories: Game Theory & Design

Art is Useless Without Story and Mechanics - by Robert Longest

Gamasutra.com Blogs - 15 November 2017 - 6:36am
The vast majority of Indie games suffocating Steam right now have something in common. Unique and interesting art styles have become a basic necessity in the indie market causing consumers to search harder for games that are mechanically unique.
Categories: Game Theory & Design

Posting Trello Cards from a Running UE4 Game - by Shawn Greer

Gamasutra.com Blogs - 15 November 2017 - 6:35am
A step-by-step guide to creating a process that will enable players to create reports inside of your game. These reports are then submitted to a Trello board that you set up.
Categories: Game Theory & Design

Why Games Are Hard To Make: A Brittle Pyramid - by Chris Wade

Gamasutra.com Blogs - 15 November 2017 - 6:35am
More often then in other mediums, games are delayed months or years as teams learn what it is they're making. By looking at the exploratory nature of games and acknowledging the need to throw out work to find a good design, let's minimize our losses
Categories: Game Theory & Design

PUBG-esque mobile games in China: what would be the further steps? - by Allie Zhong

Gamasutra.com Blogs - 15 November 2017 - 6:35am
PlayerUnknown's Battlegrounds (PUBG) triggered a pervasive fever for battle royale mode games in China. There are lot of PUBG clones mobile games, I played some of them and share my personal opinions in my youtube channel.
Categories: Game Theory & Design

Heroes Wanted: Dragonfire Dungeons & Dragons Deck-building Game Now Available

Tabletop Gaming News - 15 November 2017 - 6:00am
Sometimes you want to get your D&D on and your group’s not there. Maybe you’re waiting for them to show up. Maybe you weren’t able to get everyone together. Maybe it’s not your regular gaming day. Whatever the reason, you want your D&D and you want it now! But how to get that experience without […]
Categories: Game Theory & Design

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