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Marketing and Session Data for Summoners Fate at PAX West - by Ross Przybylski

Gamasutra.com Blogs - 10 October 2018 - 8:11am
A retrospective look at the marketing budget, game demo setup, and session data on Summoners Fate collected while exhibiting at PAX West.
Categories: Game Theory & Design

LEVY: Designing for Accessibility_04 - by Daniel St Germain

Gamasutra.com Blogs - 10 October 2018 - 8:09am
My name is Dan St. Germain and while in undergrad, I worked with four other students on creating a blind/deaf accessible video game called LEVY. These blog posts will be dedicated to explaining the different UI, UX, and design decisions that were made.
Categories: Game Theory & Design

The more games I saw, the more I feel that the standards and processes I had used to evaluate games are all bullshit. - by Cheng(Orange) Qi

Gamasutra.com Blogs - 10 October 2018 - 8:08am
Recently there are two top selling games on Steam from Chinese developers, and neither of them is available in English.This makes me question the previous criteria and procedures in my mind.
Categories: Game Theory & Design

Self-Determination Theory and Player Affect - by Justin Reeve

Gamasutra.com Blogs - 10 October 2018 - 8:07am
Why do we develop such strong attachments to in-game objects? This article examines how Self-Determination Theory can be used to explain player affect.
Categories: Game Theory & Design

Post-Mortem: Mixer Marketing Impact - by Rob Hewson

Gamasutra.com Blogs - 10 October 2018 - 8:01am
When we launched Hyper Sentinel back in May, we promoted it as “the world’s first interactive live-stream arcade game” thanks to its unique Mixer integration. Now we are ready to share conclusions and key data from our Mixer marketing post-mortem.
Categories: Game Theory & Design

Rebuilding the Reach - by Paul Arendt

Gamasutra.com Blogs - 10 October 2018 - 7:47am
Sunless Skies creative director Paul Arendt talks about reconstructing the first region of the game to make exploration more meaningful and terrifying.
Categories: Game Theory & Design

Sooper Drupal Themes: Designing A Modern Drupal Drop-Down Menu with Glazed Theme

Planet Drupal - 10 October 2018 - 7:42am

The Main Menu on your website is the first thing that catches visitor’s attention. Besides, it’s one of the most important elements that will assist the user in an effortless and intuitive navigation. In this article we are going to talk about how to design a Drupal Drop-down Menu with Glazed Theme.

Before diving into customizing our Main Menu, learn How to Create Drop-down menus with Drupal 8 and Glazed Theme.

To start customizing our menu design we need to go to the Glazed Theme Settings page. Amongst a dozen of options that are directly responsible for every element of your website design and how the end-user sees it, we are going to find the Header & Main Menu - the place that will change how our menu looks like.

Header & Main Menu

When navigating to the Header & Main Menu, first thing that will come to our attention is the “Top Header Options”.
Clicking it will open an entire new world of possibilities. Here We can choose 1 of the 7 layouts that come pre-installed with Glazed Builder. A layout for every taste! Depending on what you want to choose for your website, you can pick between having your logo on the left and menu on the right, which is the default layout that you are already familiar with (spoiler: the one on this website), having everything beautifully aligned in the center, place the menu on the left, or several others.

Header style is probably one of the most important settings here and will determine the overall look and feel for your website (will it be more minimalistic or will it have a more “heavy” look to it?). We are able to choose between 3 general types of header styles: Normal, Overlay or Pull-down Navbar.

You can see examples of each header style and header layouts on the Glazed Theme Live Demo Page.

Each one of these options look great when implemented, but they are going to need some further refinements to look exactly how you imagined. This brings us to our next element: Height. Choosing the height value will determine how tall or short our main menu will be. Once we got our perfect Height settings we will move on to deciding whether or not we would like our Menu to have a fixed position. A fixed header stays at the top of the browser window when a user scrolls.

Behavior of the Drupal Drop-Down Menu

If we decide that we want our menu to stick to the top of the browser when people scroll, then another option will pop-out asking us if we would also like a sticky header – which basically means that the menu will appear only after the user scrolls past a certain point on your page, only then will it stick to the top of his or her window. This will be determined by the scroll offset, height & background opacity values that you decide on.
Congrats! You’re past all the technical aspects of your gorgeous Menu bar. (Well not really but for now we are moving on to the fun part - choosing the colors)

Customize Navigation Colors

Here is the place where it all comes together. You can choose colors from your website’s color scheme (Custom one you made or Glazed Default) or add individual values to each settings’ custom color. In this menu we can choose the colors for every aspect of the navigation menu: text color, drop-down background, menu hover text, etc.

After we are happy with the result we can move on to adding the final touches to our menu design.

Side Header & Mobile Menu Options

In this area you can choose the layout look on mobile devices and your side header (if you choose to opt for one in the beginning). You can determine elements such as content alignment (left/center/right) and menu bar width.

The Main Menu Link is for determining the font style and hover style of our Main Menu (both website & mobile versions).
Last but not least, by going to Mobile Header menu we will determine the mobile breakpoint and the height of our menu in order to make it even more mobile-friendly.

We have designed a brand new Main Menu for our website which will be enjoyed by the visitors and help them easily navigate to the information they are looking for!

We also created some Main Menu designs along with you so you don’t get bored doing it all by yourself. We’ll leave each settings value below. If you like any of them feel free to recreate or use them as an inspiration for your future eye-catching Main Menu.

DESIGN 1

    Top Header Options

    • Layout: Logo Left, Menu Left
    • Header Style: Normal
    • Height: 70
    • Fixed position: OFF
     

    Customize Navigation Colors

    • Menu Background: White
    • Menu Text: Custom color - #21252a
    • Menu Hover Background: Custom color - #21252a
    • Menu Hover Text: White
    • Drop-down Background: Custom color - #21252a
    • Drop-down Text: White
    • Drop-down Hover Background: #111111  
    • Drop-down Hover Text: White


    DESIGN 2

      Top Header Options

      • Layout: Normal (Logo left - Menu right)
      • Header Style: Overlay
      • Header Opacity: 0
      • Height: 50
      • Fixed position: OFF
      • Sticky Header: OFF

      Customize Navigation Colors

      • Menu Background: None
      • Menu Text: White
      • Menu Hover Background: #ffffff00 (sets it to transparent)
      • Menu Hover Text: Custom color - #b2b2b2
      • Drop-down Background: Custom color - #fcfcfc
      • Drop-down Text: #282323
      • Drop-down Hover Background: Custom color - #d8d8d8
      • Drop-down Hover Text: Custom color - #21252a


      DESIGN 3

        Top Header Options

        • Layout: Centered (inline)
        • Header style: Overlay
        • Header opacity: 0
        • Height: 70
        • Fixed position: On
        • Sticky header: On


        Sticky Header Options

        • Hide before scrolling: Always show
        • Scroll offset: 120
        • Height: 70
        • Background opacity: 0


        Customize Navigation Colors

        • Menu background: none
        • Menu text: custom color - #21252a
        • Menu hover background: custom color - #ffffff00
        • Menu hover text: custom color - #65b7ff
        • Drop-down Background: custom color - #fcfcfc
        • Drop-down text: custom color -  #282323
        • Drop-down Hover Background: custom color - #ffffff00
        • Drop-down Hover text: custom color - #65b7ff

        Did you enjoy this article? Subscribe to our Newsletter to stay up-to-date with our latest blog posts! 

        Categories: Drupal

        Super Select

        New Drupal Modules - 10 October 2018 - 7:15am

        -- SUMMARY --

        Super Select uses the tokenizer jQuery plugin to make your <select> elements more user-friendly.

        -- INSTALLATION --

        Categories: Drupal

        Agiledrop.com Blog: Jonathan Hedstrom: Drupal is like Lego for adult professionals

        Planet Drupal - 10 October 2018 - 6:43am

        This week we talked with Jonathan Hedstrom. Read about what he thinks has been the biggest evolution for Drupal, what contribution is he the proudest of and what he thinks is the most important about Drupal today.

        READ MORE
        Categories: Drupal

        Pathfinder Playtest Review, Part 3

        Gnome Stew - 10 October 2018 - 5:00am

        This is part 3 of my review of the Pathfinder Playtest from Paizo. You can see part 1 here and part 2 here. In this part of the review, I’ll comment on Advancement and Options, and Playing the Game. The fourth segment will contain my thoughts on with Game Mastering through Appendices.

        If you’re interested in reading along with me during the review, you can pick up the free PDF of the playtest rulebook at Paizo’s site: Advancement and Options Advancement

        When I hit the advancement section, I was expecting a long and involved process, which is the nature of the crunchier games like Pathfinder. I was pleasantly surprised to find the advancement instructions to be only a single page. It’s straightforward and simple. I like this quite a bit.

        One thing I made a strong note of is that each level is 1,000 XP. The increasing experience point requirements for higher levels has gone the way of the past for Pathfinder. This means gaining levels is a linear process, not an increasing barrier. I find this incredibly interesting on how higher-powered obstacles will turn in experience points for the characters. I’m assuming the XP award information will be found in the GM section, so I’m looking forward to getting the other side of the coin for this process.

        Archetypes

        There are seven archetypes offered in the playtest book, and they mention that this is a sample. The seven they have are just enough to give a taste of how things work, but still provide some options for characters during the playtest process. Based on this taste, I can’t wait to see the full buffet of choices for the archetypes.

        Archetypes appear to be replacements for prestige classes. Like with prestige classes, some of the archetypes can be taken at lower levels, which others have higher requirements, including some events that must happen with the character before the archetype can be chosen.

        There are two types of archetypes: multiclass and prestige.

        Multiclass archetypes allow a character of one class to tap into the powers of another class, but in a limited fashion. This allows for a fighter to gain some healing ability or maybe some rogue skills. Like with the rest of the power-gain systems, these are based on feats. One thing to note here is that a character cannot multiclass into a class they already have. In other words, you can’t be a cleric and gain extra cleric goodies by multiclassing as a cleric also.

        Prestige archetypes are, as the name implies, more like prestige classes. These archetypes can focus in a character’s abilities and adds some new options for their class. While the text in the playtest book is limited, I can see some expansion happening not only with the choices available, but more in-depth descriptions of the archetypes as well.

        I like that the archetypes are placed in the “options” section of the book because they are far from required to call out a character as being special or unique, but there is extra flavor and style that can be gained by leveraging an archetype. One thing to note, is that an archetype does not directly deliver extra “class abilities or powers” like prestige classes did. Choosing an archetype just opens up more options for feats that a player can choose from for her character.

        Animal Companions

        Building an animal companion is much like building a character in that you have stats, feats, actions, and types of companions. There are some sample builds of animal companions, but they are base stats, not final stats. I’ve read through the animal companion section three times so far, and I have to admit that I’m still fairly well confused about how to stat out an animal companion. Seeing a “final stat block” of one of the examples would have helped me piece things together to see how it all works. My advice to Paizo for this segment is to look at the descriptive and rules text in this section an clarify things quite a bit.

        Having said this, I think there are some slick options and actions for animal companions. I like them quite a bit, but I also didn’t see a limitation on which actions which types of animals could use or have. Maybe there were some things taken out of the final text to make the playtest book shorter that could have clarified everything in here.

        There is also a section on familiars, and this section is pretty brief, but does explain familiar abilities and how they interact with the spellcaster. Somehow, this section is very clear to me on familiar stats and abilities, unlike the main animal companion section. The only thing I see that’s missing, which will probably land in the final product, is what happens when a familiar dies. This has always been key to this genre of RPGs, so I’m kind of surprised at the oversight in this area.

        Deities

        There are two pages of brief summaries for the deities found within Golarion. There are 20 of the world’s deities summarized here, and these summaries include alignment, edicts, anathema, and favored weapon. If you note that domains are missing here, that’s because they are included with the cleric class information earlier in the book. This is what I was talking about in my “part 1” of the Pathfinder playtest review. The deity information is split across two section and hundreds of pages, which makes finding all of the details about a single deity cumbersome and slow. The domain listing should be combined with this section for ease of use.

        Playing The Game

        Now for the meat of the game mechanics themselves. There are 35 pages of rules. I’m hesitant to dive into the details of all 35 pages of the rules because that would make this portion of the review extremely lengthy. Instead, I’m going to gloss over repeating the rules, and just give my impressions and the highlights.

        Modes

        There are three modes called out in the text. Any veteran player will quickly see these and wonder why they are called out as they are “obvious.” However, to a new gamer, these are excellent call outs for them and are also top-notch reminders to the grognards in our groups.

        The modes are encounter, exploration, and downtime. In short, encounter modes occur when seconds matter, detailed tactics come into play, and determining the order of PC and NPC actions really matters. Exploration modes occur between encounters. This can be creeping down a dungeon corridor, traversing overland terrain, or moving across a densely populated city. Lastly, we have downtime modes, which occur when the characters are in their home base, passage of time is measured in days or weeks, and not much dangerous action is going on.

        I like these different modes because I’ve made plenty of characters that could create magic items, but never really had a chance to leverage those abilities. Calling out the fact that downtime exists, would allow such a thing to take place.

        Checks

        The detailed descriptions of how to do a check make things clear. This is a good thing because there are subtle adjustments to the game between current Pathfinder and the new Pathfinder on what gets added into a die roll. The main change is skills are simplified. Basically, each skill add is equal to your level. Then an adjustment ranging from -2 through +3 is added based on the character’s proficiency rank.

        The math formula for calculating the final result of a die roll is a little intimidating, but it’s not that bad. Of the 10 numbers involved in calculating the final result, one is the die roll, 4 are captured on the character sheet and summarized there. This leaves circumstance bonuses/penalties and conditional bonuses/penalties as well as the mysterious “untyped penalties” left to deal with. The circumstance/condition/untyped numbers don’t always exist, so it’s still basically, a d20 added to a single number that’s pre-calculated and written on the character sheet. Honestly, the diagram at the top of page 292 is great an should remain a reference.

        Degree of Success

        Success and failure are still the same. If you get higher than the target number, you succeed. Lower than the number, and you fail. Pretty simple. However, critical successes have changed a bit. If you get a “natural 20,” then you get a critical success. Also, if you get greater than the target number plus 10, then it’s also a critical success. I like this change to reward specialized characters and great die rolls. On the flip-side, a “natural 1” or less than the target number minus 10, then it’s a critical failure. This change makes for interesting storytelling for those times when the die rolls go extraordinarily well, or drastically poor.

        Fortune and Misfortune

        A new addition to Pathfinder, but not a new addition to gaming in general is the concept of “fortune” and “misfortune.” With fortune, there are two options. One is a reroll, and the other is rolling two dice and taking the better of the two. The same thing applies with misfortune where a successful roll may require a reroll, or two dice are rolled and the lower of the two are taken. This is explained in a sidebar before the actual rules of when fortune and misfortune applies, so I hope they clarify how to obtain and lose these conditions.

        Dying

        There’s an interesting twist and change with dying. Instead of it being based on HP or constitution, there’s a new concept here called “dying value.” If a character’s dying value reaches 4, then they die. When a character hits zero HP (you can’t go negative in this system), then you gain 1 or 2 dying value points (1 for a lethal hit, 2 if it was a critical hit). At this point, saving throws kick in to see if the character recovers. Success indicates a return to 1 HP. Failure adds 1 dying value, and a critical failure adds 2 dying value. When a dying value of 4 is reached, the character dies. Of course, these rules only apply to PC, main villains, important NPCs, etc. The typical minion or mook should be removed from combat if it reaches zero HP, but that’s up to the GM to decide.

        Honestly, I don’t think I like this system very well. It could be that I’m comfortable with the current system and it makes sense. I’m not sure how this simplifies or improves the game any, but I’m willing to give it a shot and see how it plays out.

        Actions and Activities

        As I talked about in part 1 of this review series, there are different actions and activities. There are free actions, reactions, and activities. Some activities consume more than 1 action in a character’s round. Each character gets 3 actions in a normal round. These can be moves, attacks, spellcasting (which usually consumes more than 1 action), reactions, and so on. These changes in how many things a character can do in a round appear to really streamline and simplify things. I think this is a beneficial thing for the overall gameplay in a system that many already complain that takes too long when encounter mode kicks in. We’ll see how actual gameplay works out when I get a chance to put rubber on the road with this system.

        Areas of Effect

        I just wanted to note here that with all of the changes Paizo is making to Pathfinder, they are leaving the various “areas of effect” from spells and powers untouched. This tells me they think that these portions of the rules are already clear, play well, and are dialed in. I agree.

        Hero Points

        Each PC starts a session with 1 hero point. She can earn more through good role playing, heroic action, taking notes, running initiative, bringing food/snacks to the game, etc. The book outlines that no more than 1 hero point should be awarded for in-game actions per session. Also, no more than 1 her point should be awarded for out-of-game actions per session. All PC’s hero points reset back to 1 at the start of each session.

        Hero points can be used for three different things: staving off death, rerolling a d20, or taking an extra action in a round. These cost 1, 2, and 3 hero points, respectively.

        I’m conflicted on the addition of hero points. I like the meta-game currency that many games use because it allows the players to drive the narrative of their characters more. This is a good thing. However, I think that Paizo dropped the ball here. The use of hero points is so incredibly limited, and expensive in hero point cost, that they are likely to be rarely used. Because of this, I’m not sure Paizo should have wasted the ink on printing the rules. They should open up the use of hero points with more options and consider reducing the cost of rerolling a single d20 to 1 hero point.

        Perception

        The section on perception explains everything a new or experienced player/GM needs to know about how the difference senses work, how things are detected (or not), and how different levels of light impact vision. While it feels like second nature to “know” these things about a game, having them defined in clear terms will help remove or reduce disagreements about how perception works.

        Encounter Mode

        This section details how combat works. The key change here is that initiative is based on the perception skill, so make sure your fighter-types have some focus on this skill. Also of note, is that initiative is rolled once at the start of combat to determine turn order and this order stays this way (barring someone with a high roll shifting to a lower position).

        The steps in encounter mode are well delineated and easy to follow. I think even a newcomer to the hobby could leverage the text to fully understand how things work. Well done here, Paizo.

        Basic Actions

        The basic actions are lined out in their own blocks of text. I love this layout choice. In past iterations of games within Pathfinder’s lineage, each action type was smooshed in a paragraph alongside other blocks of identical text without the breaking headers that make things easy to find and reference. The way they have things lined up here, it’s easy to read, easier to understand, and surprisingly easy to find on the page when needing to do a lookup of a detail.

        The common basic actions are outlined here along with some of the less common things like burrow, fly, mount, etc. that are in their own list to prevent muddying the waters for the common actions.

        Exploration Mode

        The exploration mode section is divided up into areas like traveling, socializing, and resting.

        The travel section of things calls out most of the common activities that go on while traveling across large swaths of land. The details are fairly high level and allow the GM and players to collaborate on how things go.

        The socializing section calls out different activities that go on here, but again it is at a high level. I hope Paizo does a bit of a deeper dive into this area beyond two-thirds of a column on the socializing. Maybe this is just a taste for the playtest?

        Rest and daily preparations is pretty basic and doesn’t need much detail, so they cover it well here. To call note to the HP recovery, it is now the constitution modifier (minimum 1) times the character level in HP regain for natural healing.

        Downtime Mode

        There is all of half a page dedicated to this mode, and I was hoping for more. Granted, the skills section covers the various rules for the skill-based activities that can occur, but I really hoped for more. Things on my “expectation list” were: managing a stronghold, running a business, overseeing a guild, and so on. Perhaps this will land on the list of things we’ll see in an expansion book down the road.

        Conditions

        The “Playing the Game” section wraps up with a lengthy segment on conditions. It’s a long list of the various ways a character can be changed, adjusted, boosted, and limited. The list is, in traditional Pathfinder style, very long, but it’s also necessary for the game play to run smoothly. I like what I see here. The only thing that could make this a little better would be a bullet list of all conditions with a brief summary like what would be found on a GM screen. Putting something like this up front, before the details descriptions, would be a handy reference for GMs and players alike.

        Conclusion

        Now that I’ve consumed the “meat” of the book, I’m liking what I see. I think some refinement to the rules descriptions here and there would benefit the final product. This, of course, is what playtesting is for, so I think Paizo is on the right track for getting a 2.0 of Pathfinder nailed down and running smoothly.

        Am I convinced to “upgrade” to the new version yet? I’m not sure yet. I think part of this comes from the “edition inertia” that I currently have. I own 30+ Pathfinder rulebooks and Golarion books at this point. That’s not counting third party support material, adventures, campaigns, etc. that I also own. This is a lot of things to step away from and set aside in favor of investing in the new edition. It’s become clear to me that conversions between Pathfinder editions will be required, so I can’t just pull a “1.0” book off the shelf and use it on the fly.

        I am liking what I see, and I think this would be a fine entry point for a new gamer (especially if Paizo does a “Beginner Box 2.0”). Overall, I like it, but we’ll wait until I finish up with the book to make a final determination on what I do with the new version of Pathfinder.

        Categories: Game Theory & Design

        Sitemeta

        New Drupal Modules - 10 October 2018 - 2:24am

        The Site Meta module provides a flexible and easy method to set meta tags, such as page title, description and keywords for nodes, views and other different pages.

        This is a clone of Simple Meta module(D7).

        Categories: Drupal

        Matt Glaman: OK PhpStorm, what methods does my entity have?

        Planet Drupal - 10 October 2018 - 1:00am
        OK PhpStorm, what methods does my entity have? Wednesday 10, October 2018 mglaman

        Working in object-oriented programming is great. You can define interfaces which specify a contract that implementers need to fulfill. You can then extend these to define your end requirement and provide the implementation. This also means you can guarantee an object that implements that interface will have a guaranteed set of known methods. In Drupal, all entities implement EntityInterface, this is how we know that an entity can return its identifier, label, language, and other common methods.

        Categories: Drupal

        Die in Twig

        New Drupal Modules - 9 October 2018 - 10:21pm

        This module provides the functionality of stoping the executaion of script in
        twig file. Like we do in PHP through die function.

        Just use {{ die_in_twig() }} in any '.html.twig' template and it will end the
        script's execution with a message 'End of script'.

        Categories: Drupal

        Aggregation Per Role

        New Drupal Modules - 9 October 2018 - 9:38pm
        Aggregation Per Role

        Aggregation Per Role is a module which allows users to debug CSS and Js with their role without affecting other role's performance.

        By default it disables aggregation to the administrator role, but more roles can be configured to toggle off this performance setting.

        Installation:

        Installation is like all normal drupal modules:

        Categories: Drupal

        Disable Send Mail

        New Drupal Modules - 9 October 2018 - 5:31pm

        The module blocks the sending of e-mails to the address of the specified server.
        You have the ability to list email addresses that will remain active.

        Ideal for anyone who works with development server and does not want to send unwanted emails to site users.

        Categories: Drupal

        Chocolate Lily: Managing Shared Configuration Part 8: Summary and Future Directions

        Planet Drupal - 9 October 2018 - 3:19pm

        This is the eighth and last installment in a series presenting work on shared configuration that comes out of the Drutopia initiative and related efforts. If you've stuck with it this far, wow! If you haven't seen previous installments, you might want to start with Part 1, Configuration Providers.

        The series focus has been meeting the needs of distributions for creating and updating packages of shared configuration, a use case not addressed in Drupal 8 core.

        We've seen how configuration can be packaged using the Features module (Part 6). We've covered the ins and outs of updating packages of configuration, including how to assemble configuration as provided by extensions (Part 1), make needed changes to configuration from another package (Part 4), capture a previous configuration state (Part 2), and merge in configuration updates (Part 5). Along the way we've examined the particular cases of preserving configuration customizations (Part 3), working with core configuration required by multiple features (Part 7), and (bonus!) managing blocks when subthemes are in the mix.

        The fact we're on installment eight - not even including the sneak bonus episode - in itself suggests a general conclusion: addressing these needs is not simple!

        Categories: Drupal

        IDNA Convert Service

        New Drupal Modules - 9 October 2018 - 11:12am
        Motivation / Мотивация:

        EN:
        1) It is more convenient to resolve dependencies
        2) IdnaConvert as Drupal::service

        RU:
        1) Удобнее рулить зависимостями.
        2) Использование библиотеки как друпал-сервис.

        Usage / Использование:

        DEMO: /idna

        CODE:

        \Drupal::service('idna.service')->encode($input); \Drupal::service('idna.service')->decode($input);
        Categories: Drupal

        Drupal Association blog: A Successful Drupal Global Training Day in Kerala, India

        Planet Drupal - 9 October 2018 - 10:56am

        This is a guest blog by Lijo Abraham and Ali Fathima N. A. to tell you about a recent Global Training Days event in Kerala.


        Group photo by Sumesh S (sumesh_sr)

        A Drupal Global Training Day (GTD) was held in Thiruvananthapuram, Kerala, India on September 29, welcoming 60 participants representing diverse sectors, including students from engineering colleges, software professionals, and government officials. The event created momentum to form the Drupal Community in Kerala.

        The International Centre for Free and Open Source Software (ICFOSS)—an autonomous institution under the Government of Kerala that is mandated with propagation, promotion, and development of Free and Open Source Software—donated the event. Zyxware Technologies provided the technical partnership for the GTD.

        The GTD had eminent personalities addressing the participants and sharing their experiences. In the inaugural address, M. Sivasankar IAS, Secretary of the E&IT Department for the Government of Kerala, stressed the role played by the Kerala Government in enabling the technology ecosystem in India. 

        Dr. Rajeev R. R., Program Head of ICFOSS, welcomed the participants. Thomas P. Thomas, CEO of Zyxware Technologies, offered an Introduction to Drupal, the Drupal Community, and the GTD.

        Vimal Joseph, Senior Manager of Technology at Zyxware Technologies, presented a session on 'Fueling the Digital Transformation with Drupal'—which was followed by open questions and answers regarding Drupal. 

        A case study on 'Multi-site Platform for a Government Agency' was presented by Mathew T. Abraham, a Project Manager at Zyxware Technologies. Participants interacted directly with the speakers.


        Fuelling Digital Transformation with Drupal, photo by Sudheesh S. Babu.

        Presentations were followed by hands-on Drupal workshops. Drupal developers of Zyxware Technologies namely  Abhinand Gokhala, Sumesh S, Jijo Joseph, Sudheesh S. Babu, Jithin Prabhakaran, Sahal V. A., Jeslin Shaji and Ali Fathima N. A. provided individual attention to the participants. Workshops led by Krishna R. P., Technical Project Manager, and Ajish J. Pulikottil, Technical Consultant, offered an introduction to Drupal, installing, and how to build a simple Drupal 8 application. Nearly a dozen staff from ICFOSS and Zyxware Technologies volunteered at the event as well.

        The workshop on Drupal has been very inspiring. I am feeling delighted to have been a part of this and will try to continue with the wave approach on society with this positive technique,” stated Aishwarya Soman Nair, a student at Saintgits College of Engineering.

        Overall, participants’ feedback stated that this was a new, helpful opportunity to learn more about Drupal in detail. Participants were awarded certificates of participation.

        One of the best workshops I have attended. The training was inspiring, informative, and its method of delivery was so easy to receive. I am interested in forthcoming open source training also,” said Raveena R. Marangattu, a student at Saintgits College of Engineering.

        You can be part of Global Training Days

        Get involved with Global Training Days! Join the group and host an event this November 30-December 1.

        Categories: Drupal

        Epic is bringing a physical Fortnite bundle to store shelves for the holidays

        Social/Online Games - Gamasutra - 9 October 2018 - 10:31am

        Epic†™s free-to-play battle royale game Fortnite is the centerpiece of the $30 bundle it and Warner Bros Interactive Entertainment plan to release both digitally and physically next month. ...

        Categories: Game Theory & Design

        Content moderation reviewer

        New Drupal Modules - 9 October 2018 - 9:59am

        When defining complex workflows using the content_moderation module you might end up with the wish to define a person which should review a given piece of content.

        This module allows you to do that.

        @TODO Expand the documentation once we are in beta phase.

        Categories: Drupal

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