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Webform to Salesforce Leads

New Drupal Modules - 22 June 2018 - 7:51am

This module extends the Webform module to allow the creation of a webform that feeds to your Salesforce.com Account. This module only built for and utilizes the Salesforce's Web-to-Lead.
The leads are stored in your webform and dispatched via Drupal::httpClient to Salesforce.

Categories: Drupal

Data-supported videogame shrink: what we do to understand our players better - by Artemiy Kozlov

Gamasutra.com Blogs - 22 June 2018 - 7:26am
How we do community management at Pixonic: why we appreciate the angriest comments and value personal communication with everyone.
Categories: Game Theory & Design

Hail to the King: Amulets and Checkmates and Chogue, oh my! - by Pippin Barr

Gamasutra.com Blogs - 22 June 2018 - 7:25am
In this short essay, Pippin explains how he and Jonathan Lessard figured out an ending to their Rogue/chess hybrid Chogue, providing an in depth example of their approach to hybridisation in game design.
Categories: Game Theory & Design

How to report bugs - by Leszek Gorniak

Gamasutra.com Blogs - 22 June 2018 - 7:23am
Handling bugs in a proper way is essential for game quality. In this post I'll present a clear and effective method to report bugs.
Categories: Game Theory & Design

Make A Model - by Gregory Pellechi

Gamasutra.com Blogs - 22 June 2018 - 7:22am
Writing a video game shares some similarities to writing for TV or film, but there's a lot more to take into account. That's why you need to make a model for your team to understand how to utilize everything you've written. Or it won't be in the game.
Categories: Game Theory & Design

E3 2018 Media Coverage Analysis – aka “E3 Battle Royale results” - by Thomas Bidaux

Gamasutra.com Blogs - 22 June 2018 - 7:21am
Like every year, this is the time for a look at the performance of the many E3 announcements in terms of media coverage.
Categories: Game Theory & Design

Card Games: A Simple Design is a Good Design - by Nicholas Kinstler

Gamasutra.com Blogs - 22 June 2018 - 7:21am
New designers often create needlessly complicated and clunky designs, but the truth is that simple designs are good designs. Nick Kinstler outlines the nature of this problem and offers some tips for new designers who struggle with complexity.
Categories: Game Theory & Design

Plaid Hat Games Posts New Ashes Preview

Tabletop Gaming News - 22 June 2018 - 7:00am
Plaid Hat Games continues their Ashes: Rise of the Phoenixborn previews with a look at Sembali’s deck. We’ve seen the vampiric stuff in Harold’s, now it’s on to the divine counter. … But really, all I can think about is the cute raccoon-guy in a hood. From the post: Welcome back, Ashes players! We are […]
Categories: Game Theory & Design

OpenSense Labs: How can Augmented Reality and Drupal Come Together

Planet Drupal - 22 June 2018 - 6:46am
How can Augmented Reality and Drupal Come Together Shankar Fri, 06/22/2018 - 19:16

Reading a fantasy book, envisaging yourself living in an imaginary world, and identifying yourself with your favourite character - such is the feeling of reading a book full of imaginations which stays with you for a long long time. We all try to visualize something far from the reality and technological advancement has made it possible to not only imagine things but to actually see them right in front of our eyes. Augmented reality is the futuristic tech marvel that can be integrated with Drupal to build a tech genius.

Source: iStock

So, what is Augmented Reality (AR)? Gartner defines AR as the real-time use of information in the form of text, graphics, audio and other virtual enhancements integrated with real-world objects. It is this “real world” element that differentiates AR from virtual reality. AR integrates and adds value to the user’s interaction with the real world, versus a simulation.

The evolution of AR is staggering and interesting at the same time.

How did Augmented Reality come into being?

Today informational overlays layered on top of the physical world is the talk of the town. Back in the 1960s, 1965 to be precise, Ivan Sutherland talked about immersive displays in an essay and created the first-ever head mounted display in 1968.

The user of one of today’s visual displays can easily make solid objects transparent - he can “see through matter!”
- Ivan Sutherland  Timeline of Augmented Reality 

Krueger demonstrated collaborative interactive overlays of graphical annotations in 1978. Fast forward to 1990s, we would witness plenty of research works and prototypes. In 1992, terminology called Augmented Reality was for the first time seen in a research at Boeing. Subsequent discoveries like KARMA in ‘93, first medical AR application in ‘94, Studierstube in ‘96, The Touring Machine in ‘97, and ARToolKit in ‘99 paved the way for many complex innovations post the millennium.

The launch of Pokémon Go had almost 45 million users at its peak in 2016. More recently, in 2018, Google displayed AR street view mode to help you in the real time in addition to personalized recommendations to discover new places around you.

A smartphone showing Google Map's augmented reality feature

Today, AR developers have a lot of options to choose from when it comes to software platforms dedicated to AR. But these inventions had a lot to offer in terms of guidance and model.

Types of Augmented Reality

AR did come a long way to go for commercial use. There are different classifications within AR.

  • Marker-based AR: It is also known as image recognition AR is the easiest to implement. It used a trigger object to display content. Google Goggles, Popcode, and ScanLife are some of the examples.
     
  • Markerless AR: It is more versatile than the market-based AR. In place of trigger object, it uses cameras, GPS and accelerometer information to track the user location and offer them relevant content. Examples of markerless AR include ARIS and Layar.
     
  • Projection-based AR: It projects digital images directly onto a surface within the user’s surrounding. Disney theme park has employed projector camera toolbox that builds 3D objects to enhance theme park experience.
     
  • Outlining AR: It uses image recognition to outline shapes and boundaries. It can be used to help drivers see the edges of the highway in dim light for safe driving.
     
  • Superimposition-based AR:  It uses object recognition to replace an object within the user’s surrounding either partially or fully with a digital image. For instance, a surgeon can use such technology for adding digital x-rays over a part of a patient’s body during a surgery.
Applications of Augmented Reality

Whether it’s transportation or sports, AR has a lot to offer for different industries. Let’s see all of them.

Retail industry can reap the benefits of AR to a great effect. IKEA has an AR application called IKEA Place which allows customers to preview thousands of virtual furniture in the actual room within their home.

Source: Entrepreneur

Transportation sector can also explore AR to simplify their work. Aero Glass have created AR headsets that can display airports, navigation points, terrain features etc. for the pilots.

AR can be a big boon for the sports industry. Stubhub developed a feature on their mobile application that would allow ticket buyers of the Super Bowl to see a virtual 3D model of the stadium and the surrounding area.

It has immense potential in the education sector as well. An application like AR Flashcards Animal Alphabet can help children in learning alphabets easily by bringing flashcards to life.

Healthcare industry promises to be one of the most important areas for AR to be explored with a vast potential. AccuVein uses AR technology to help nurses find veins more easily while inserting IVs.

Source: Hackernoon

Marketing sector can’t be far behind. In 2014, by installing outward facing cameras in a London bus shelter and projected UFOs, robots, balloons, and tigers, Pepsi took the promotional campaign to a whole new level.

Working Principle of Augmented Reality

AR is great on so many levels for a multitude of industries. How does augmented reality work?

Sensors can be found on the outside of the AR devices that gather data regarding user’s real-world interactions and process them.

Cameras, also located on the outside of the AR device, scan the surrounding area and uses this information to determine the appropriate output.

Projection based AR works through miniature projector which is found in an outward-facing AR device. They can turn any surface or object into an immersive environment. The data collected by the cameras is projected onto the surface through projection-based AR devices.

AR devices are like mini-supercomputers that require a great deal of computer processing power. They use many of the same components that the smartphones do which includes CPU, GPU, flash memory, RAM, Bluetooth/Wifi microchip, GPS microchip, etc.

AR devices can also use mirrors for reflection to help in viewing the way our eyes view the virtual image. While some AR devices may use an array of small curved mirrors, other AR devices can use a double-sided mirror with one surface that reflects incoming light to the camera which is side-mounted and the other surface would reflect this light to the user’s eye.

Drupal and Augmented Reality Use Cases

A Drupal agency built a chatbot prototype which assisted customers to select recipes based on the health constraints and their preferences. Interactive experience with the chatbot could make their life easier and forbade them from intensively researching for their grocery shopping. To improve it further, they tried to integrate AR in Drupal.

The demonstration shown in this video displayed a shopper interacting with the AR application. The mobile application of Freshland Market (a fictional grocery store), built on Drupal 8, guided the shopper through her shopping list.

It also assisted her to make better decisions while shopping through AR overlays. It superimposes relevant details like price, product ratings, and recommendations over the shopping items detected by the smartphone camera. The mobile application personalised the shopper’s experience by displaying the products that were best for her dietary restrictions and her preferences.

Source: Drupal.org

Drupal’s web services support and JSON API module helped in serving content to the mobile application. The Drupal 8 site of Freshland Market stored all the product related information including price, dietary constraints, and reviews and ratings. If Drupal content for one of the products is edited to show the item as being on sale, it automatically reflected in the content superimposed through the mobile application. In addition to this, the location of the product was also stored on the site to guide the shopper to the product’s location in the store.

The application was developed using AR library, Vuforia, which identifies pre-configured targets like images of product labels. For instance, in the demonstration, it identifies tomato sauce and cereal labels. Each of these targets was given a unique ID to query the Freshland Market’s Drupal 8 site thereby finding the content related to those targets.

Another use case is the Lift HoloDeck prototype which was built using commercially available technologies like Drupal(content store), Acquia Lift(a personalised engine), Vuforia(AR library) and Unity(3D game engine).

Lift HoloDeck team built a mobile application that superimposes product information and smart notifications over real-life objects that are detected on the smartphone’s screen. It could change the way customers interact with brands and improve the customer experience.

Let’s say a user informs about his purchases to a coffee shop through this mobile application. When he enters the shop, he would show his phone screen displaying “deal of the day”. The application superimposes dietary information, directions on how to order, and product information on top of the beverage. By going through the nutritional facts, he would order his preferred choice and would receive notification that his order was ready to be picked up. 

Future of Augmented Reality Source: Gartner

What is the future of augmented reality? Gartner Hype cycle discovery in 2017 suggests that it will take another 5 to 10 years for the mainstream adoption of AR.

Forecast AR & VR market size worldwide from 2016 to 2022 (in billion US dollars) Source: Statista

The graphical representation, mentioned above, clearly states that AR is going to be a force to reckon with in the coming years. The market share of AR is going to witness a dramatic transformation in the coming years.

 

Source: Hackernoon

By 2025, the biggest industries for AR, as shown in the graph above, will be the gaming and the healthcare industries followed by the engineering, real estate, and retail sectors.

Conclusion

The world is changing. And it is changing at an unimaginable pace. Technologies like augmented reality were once a part of our huge list of fantasies. Many of your fantasies can come true with this awesome piece of disrupting technology. With Drupal as a content store, designing an AR-driven web and mobile applications can be highly rewarding for your organization.

Ping us at hello@opensenselabs.com to get the best of Drupal and augmented reality for your future businesses.

blog banner blog image Augmented Reality Drupal Blog Type Articles Is it a good read ? On
Categories: Drupal

Drupal Europe: E-Commerce track at Drupal Europe 2018

Planet Drupal - 22 June 2018 - 6:40am

The e-commerce industry continues to grow rapidly year over year, bringing more merchants online and driving larger profits. With that growth comes the increased need for rich content, innovative product merchandising, and integration into an ever increasing number of third party sales, marketing, and fulfillment tools. Drupal has always excelled as a platform for building unique customer experiences, and it continues to come into its own as an adaptive sales platform via projects like Drupal Commerce.

Photo by Mike Petrucci on Unsplash

This track includes content that helps merchants understand how to start and grow their online businesses, demonstrates to developers how to build ambitious e-commerce sites, and incorporates solution providers who improve the whole process via integrations.

In the e-commerce track you will learn how to start to sell online, how to grow your existing business and reach a wider audience, and the best tools to use for developing your platform.

The track is focused on the following topics:

  • Drupal vs other e-commerce solutions: comparison, the cost of entry and scale
  • What competitive advantages does Drupal bring to online merchants?
  • What are the benefits of Drupal-native eCommerce solutions vs. integrating external systems?
  • Case studies for unique or ambitious implementations of Drupal for e-commerce
  • Latest trends in eCommerce (e.g. payment, fulfillment, security, taxes, etc.)
  • Latest trends in building eCommerce websites (e.g. headless, multichannel, AI, etc.)
About industry tracks

As you’ve probably read in one of our previous blog posts, industry verticals are a new concept being introduced at Drupal Europe and replace the summits, which typically took place on Monday. At Drupal Europe these industry verticals are integrated with the rest of the conference — same location, same ticket and provide more opportunities to learn and exchange within the industry verticals throughout three days.

Now is the perfect time to buy your ticket for Drupal Europe. Session submission is only open for a few more days so please submit your sessions and if encourage others who have great ideas.

Please help us to spread the word about this awesome conference. Our hashtag is #drupaleurope.

To recommend speakers or topics please get in touch at program@drupaleurope.org.

About the Drupal Europe Conference

Drupal is one of the leading open source technologies empowering digital solutions in the government space around the world.

Drupal Europe 2018 brings over 2,000 creators, innovators, and users of digital technologies from all over Europe and the rest of the world together for three days of intense and inspiring interaction.

Location & Dates

Drupal Europe will be held in Darmstadtium in Darmstadt, Germany — which has a direct connection to Frankfurt International Airport. Drupal Europe will take place 10–14 September 2018 with Drupal contribution opportunities every day. Keynotes, sessions, workshops and BoFs will be from Tuesday to Thursday.

Categories: Drupal

Domain Path Redirect

New Drupal Modules - 22 June 2018 - 6:16am

This module allows you to create redirects per domains.

For example, we have three domains on our site:
example1.com
example2.com
example3.com
and you need to create redirects like:
example1.com - from /node/2 to /node/25
example2.com - from /node/2 to /node/17
example3.com - from /node/2 to /user/7

Domain Path Redirect will allow you to do that.

Categories: Drupal

Safety as Risk Management

Gnome Stew - 22 June 2018 - 6:00am

A few months ago, I posted an article on why I use Safety Tools. It was met with some mixed criticism and there were a number of respectful objectors with whom I engaged in a back and forth dialog about their perceptions of how safety tools are used at the table. What I learned was that there was a misconception — that some people believed that using safety tools was to dilute the content of your game; taking away elements that your average player enjoyed (e.g. violence), while others thought that there was no need for tools if you can just “talk it out”. So today, I am going to follow up my article to address some of those misconceptions as well as to try to explain safety by drawing in some other areas of my life.

The Goal is to Play Harder AND Safer

I have played a lot of games in the decades I have been in this hobby, and I have murdered my share of orcs and goblins, robbed crime lords, attacked space pirates, etc. I have had most of the standard RPG experiences that we all think about when we think about this hobby — most of those occurring before the hobby even began to explore the idea of safety.

But I also like another kind of RPGs, ones that have deep emotional connections, ones where my pregnant widowed French Revolutionary is executed outside of Paris while trying to escape a siege, where my character gets into a heated argument with their partner about what kinds of sex are intimate and not, and where my teenage vampire’s sexuality is challenged. I like games with charged emotional content, and often with content that I am unsure how I am going to feel about during play.  

 And the thing is, I don’t want to have to use the safety tools I have put out, and I don’t want to water my games down or remove charged content. Quite the opposite, I want MORE of that. Share24Tweet13+11Reddit1Email

And the thing is, I don’t want to have to use the safety tools I have put out, and I don’t want to water my games down or remove charged content. Quite the opposite, I want MORE of that. The safety tools are like a Safe Word, in Kink terms (a future Safety article). I want my more intense play to take me up to the edge, to where I am uncomfortable but still safe. The tool is there so that in case any of us miss the mark and we go too far, we can signal that to everyone else.

So when I sit at the table, sometimes I am there to loot a dungeon and have some fun and sometimes I am there to push my emotions and challenge my beliefs. While both are RPGs, they are not the same kinds of experiences. That will be important in a few minutes, but first, we have to nerd up about Project Management.

Risk Management

In my day job, I am a Project Manager. One of the activities as a Project Manager is to perform risk management of the projects I am planning. That activity has me looking at a project and imagining what could possibly go wrong: a component may be on backorder, the solution proposed won’t work when implemented, or this code may not scale as planned. Identifying potential problems is only part of the process, otherwise, it would just be worrying. Once we have identified risks we then look at them in three ways.

Likelihood & Impact

The first thing we do when we identify a risk is ask, “How likely will this happen in the project?” We have different ways of ranking them but the simplest is: none, not likely, possible, most likely. We also ask, “If this does happen, how bad is it for the project?” Here we look at the impact as: none, minor, significant, major. That creates a spectrum of risk across which individual risks fall into.

Mitigation

We then want to figure out what we can do, proactively, to reduce the likelihood of the risk occurring. So for our example component that may be on backorder, we can mitigate that by contacting our supplier ahead of time to make sure things are in stock before we commit to using that component in our design.

Contingency

The second thing we do is to address what to do if the risk actually happens, because no matter how much planning and mitigation we do, sometimes things still go wrong (keep that in mind). In this case, we come up with a plan that we can enact when the problem occurs so that we can keep the project moving. So with our component, we may identify a second supplier, who is more expensive but has the component in stock. If our primary vendor is out, we will spend a bit more and order from the secondary one.

The Risk in RPGs

So coming back to RPGs. How does risk management fit into a discussion about safety tools and gaming?

 When we play games there is a risk that some content of the game is going to emerge that will upset, hurt, or make someone at the table feel unsafe. Share24Tweet13+11Reddit1Email

When we play games there is a risk that some content of the game is going to emerge that will upset, hurt, or make someone at the table feel unsafe. That sounds fairly simple, but it’s quite complex. There are two things at play: the actual content and the players’ reaction to the content.

When it comes to content we have all sorts of things that can come up in the game that have the potential to be problematic. Most of these center around violence, but can also include things like trust, greed, and addiction.

We then have players (including the GM) who react to that content. How we react is very complex, and draws on our past experiences, the culture we were raised in, the life we lead, etc. Because of that, it’s possible that a piece of content that is distasteful for someone can cause someone else to hurt greatly. For instance, the characters witness the King slap his teenage son across the face after he spoke back. For some of us, we may look at that and wrinkle our nose, and casually cast disdain on the King. For someone who was abused as a child, it could create a visceral reaction and make them upset or angry. The really tricky part of this is that both of those things can happen at the table at the same time in two different people.

Risk Management and Safety Tools

So now that we know we have a risk, we can do some risk management, using the material discussed above.

Likelihood & Impact

When thinking about how to address safety in your game, you can start by looking at the content of the game you are running. What is the likelihood based on what you are playing and what you prepped that you have content that could make someone feel unsafe? In your standard high fantasy game, the likelihood will be much lower than playing a psychological thriller of a group hunting a sadistic serial killer.

As for impact, most of us are not trained to be able to guess the impact content will have on individuals. But if you are playing with people you have known a while, you may be able to take some guesses. For instance: I know that Paul is a recovering alcoholic, therefore having an NPC who is an out of control alcoholic may make him feel unsafe. For things like that, which are obvious, you can easily just change the content, in prep or at the table, to avoid any problems.

Mitigation

With our risk of making people feel unsafe, we can take actions to mitigate that risk. That is, we can use safety tools that are designed to lessen the likelihood of making someone feel unsafe. Some of those tools are:

  • Trigger Warnings – we can give people a heads up about problematic content right at the start of the game/campaign, like letting someone know that this Cthulhuian adventure has content about child abandonment and body horror. Then people can make the decision if they want to play this game or not.
  • Lines & Veils – with lines and veils we ask people what content they do not want to come up in the game (lines) and what content we can have but should not be overly detailed about (veils). This helps us reduce the likelihood we are going to hit problematic content.
  • Open Door – allowing someone to get up and take a breath during or after an intense scene can sometimes be all a person needs to center themselves and return to the game. Having an Open Door allows people to de-escalate the intensity and stay in the game.
Contingency

As we said before, no matter how much mitigation we do, something can still go wrong and someone may suddenly feel unsafe during the game. For that, we need a plan, which is nearly always to stop play and/or remove the problematic content from the game. Some of those tools are:

  • X-Card/Consent Flower – Both of these tools are used to indicate to the table that someone is not ok and that it needs to be addressed in some manner. By tapping the X or touching the red spot, you are indicating that you need to pause the game and deal with what is going on.
  • Script Change – Allows someone to either rewind to address something problematic, fast forward past something uncomfortable, or to pause a scene to let the intensity lower.
  • Open Door – Sometimes there is no other solution but to get up and go. Having the Open Door policy means that you are telling people it’s ok if you need to go, removing the societal pressure and anxiety of getting up in the middle of something which can sometimes make people sit through things they are uncomfortable with.
Risk Analysis For Your Games

So using the risk management tools above, we can look at what we are playing and decide what tools we think we need based on what game we are running, what material we are playing, and who we are playing with. We can group the games into three simple buckets: Low, Medium, and High. There is no None category, because you can never be 100% sure what content will emerge through play.

Low-Risk Games

These are games where the content of the game is not charged and you know the people you are playing with.

Example: You are going to play a Superhero game with your normal gaming group.

Tools: X-Card.  

For me, this is my Tales from the Loop home game. I just put down the X-Card and we get playing. It’s there if something goes wrong, but it hardly, if ever, gets used.

Medium Risk

These are game where the content may be a bit more charged and/or you don’t know the people you are playing with.

Example: You are going to run a really intense horror game for your home group, or you are going to run something gritty for a group of strangers at a convention.

Tools: Trigger Warning, Open Door, X-Card (or other Contingency tools).

For me, this is when I run Hydro Hackers at a convention. I let people know the game has some themes of poverty and authoritarianism, and if anything comes up to use the X-Card or get up from the table, and if all goes well, it does not come up.

High Risk

These are games where you are sure that the content is problematic for your players or you may not know the players.

Example: You are going to play a deeply emotional story that centers around abuse and drug use with your home group that has an abuse survivor.

Tools: Trigger Warning, Lines & Veils, Open Door, Consent Flower or Script Change (or X-card)

For me this is a game like Bluebeard’s Bride or the game I am developing, Turning Point, where I know the content is going to be challenging and I want to make sure that I have mitigated as much as I can, and that I have more granular contingency tools to allow us to navigate the content, as the group feels is ok.

The idea is that you can tailor your safety tools based on the risk of the games you are playing. For many people who are playing their published D&D adventures with their home groups, the risk is low that safety is going to break. This is why many people don’t see the need for safety tools because their games are generally low risk. Though I still advocate for something like the X-card because there is no such thing as no risk.

For some of us, who go looking for charged content, that risk increases, and with it we can employ more safety tools to make sure that we can keep the game in a place this is enjoyable.

Plan For Your Risks

Our goal in any RPG is to give people an enjoyable experience. But there is always a risk that the game will cause someone to feel unsafe. By thinking about what we are playing and who we are playing with, we can select the safety tools that fit the game we are running. We can mitigate the risk and we can have a contingency in case something goes wrong.

How do you think about the safety tools you use in your game? Is it a one-size-fits-all, or do you tailor your tools to the type of game you are running?

Note, if you do not believe in safety tools, I am willing to have a respectful dialog about this topic in the comments, it’s doubtful you will sway me, but I am curious to hear your points.

Categories: Game Theory & Design

Wave XIV Available For X-wing

Tabletop Gaming News - 22 June 2018 - 6:00am
The latest wave of X-Wing releases are now available from Fantasy Flight Games. They’re the new TIE Reaper, as well as Saw’s Renegades packs. Since they’re coming so close to the release of the 2nd edition of the game, players don’t have to worry about instantly buying obsolete pieces. They come with both 1st and […]
Categories: Game Theory & Design

Permission Spreadsheet

New Drupal Modules - 22 June 2018 - 12:47am

Permission Spreadsheet provides features to import and export user permissions via Excel(xlsx, xls) and character separated values file(csv, tsv).
Useful to manage permissions if your site has many roles.

Strongly recommend installing this module via composer.
composer require drupal/permission_spreadsheet

Dependencies:

Categories: Drupal

Valuebound: Integrating Headless Drupal with AngularJS

Planet Drupal - 21 June 2018 - 11:02pm

This post is the last part of AngularJS series where we have discussed all of the essential concepts and knowledge you need to get started. The series covers a wide range of topic, including an Intro to AngularJS, Data binding methods, Modules & Controller, Filter,…

Categories: Drupal

Blizzard dev opens up about how Overwatch matchmaking works

Social/Online Games - Gamasutra - 21 June 2018 - 4:43pm

Blizzard's Scott Mercer pops the hood on Overwatch's competitive matchmaking tech in a new forum post (full of stats) aimed at calming fans' fears about grouping up in ranked multiplayer. ...

Categories: Game Theory & Design

Freelock : This is Why You Need Another Backup

Planet Drupal - 21 June 2018 - 3:12pm
This is Why You Need Another Backup John Locke Thu, 06/21/2018 - 16:12

At 12:27pm, our alerts started firing. Multiple ones -- website down, server down, secondary monitoring -- one of our client's servers had completely disappeared off the Internet.

I confirmed that I could not reach the site, or the server, and then looked up our AWS credentials for that customer. They didn't work. Then I tried to call two different contacts at our client, leaving messages, and sent an email asking if they needed assistance restoring their AWS account.

The answer came back 20 minutes later, after our client checked their email account associated with AWS.

Backup Drupal Planet hacked site Security
Categories: Drupal

SideQuests: Tip-Top Taverns Up On Kickstarter

Tabletop Gaming News - 21 June 2018 - 3:00pm
Taverns. Inns. Bars. If you’ve played an RPG for any amount of time, chances are your characters have ended up in at least one, if not multiple versions of all of those. That can be tough for a GM to keep up with. So that’s where SideQuests: Tip-Top Taverns is here to help. It’s descriptions […]
Categories: Game Theory & Design

The Book of Many Things Print Version Up On Kickstarter

Tabletop Gaming News - 21 June 2018 - 2:00pm
Options. In an RPG, you can never have enough options, if you ask me. And The Book of Many Things gives both players and GMs just that, options. Lots, and lots, and lots of options, for just about everything. The print version of the Pathfinder version of the book is up on Kickstarter now. From […]
Categories: Game Theory & Design

The Forgotten Dungeon Mega Adventure Up On Kickstarter

Tabletop Gaming News - 21 June 2018 - 1:00pm
Pre-made adventures are great for a GM that finds themselves without a lot of time to make up something from scratch for their game. For the GM that’s really busy, they could check out The Forgotten Dungeon. It’s an adventure that’s over 100 pages and filled with all manner of things to keep players on […]
Categories: Game Theory & Design

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