Video Game Deep Cuts: Get Into The Wargroove, Below Marshmello Zero - by Simon Carless Blogs - 3 February 2019 - 8:28am
This week's highlights include impressions of the fetching Advance Wars-like Wargroove, the new Subnautica standalone follow-up, as well as a look at Fortnite's concert rendezvous with Marshmello, among a bumper crop of links.
Categories: Game Theory & Design

Language Switcher Extended

New Drupal Modules - 3 February 2019 - 7:25am

The Language Switcher Extended module provides additional processors for the language switcher block links.

Categories: Drupal

Matt Glaman: Testing your Drupal code base for deprecated code usage with PHPStan

Planet Drupal - 3 February 2019 - 7:14am
Testing your Drupal code base for deprecated code usage with PHPStan Sunday 3, February 2019 mglaman

Last month I wrote about writing better Drupal code with static analysis using PHPStan. One of the more practical uses I saw for PHPStan and Drupal was the discovery of deprecated code usages through the phpstan/phpstan-deprecation-rules package. I had not fully tested it, until this week. 

Categories: Drupal Drupal 8 Views Plugins (Part 2) : The display extender plugin

Planet Drupal - 3 February 2019 - 12:04am
Let's see how and why to use a views display extender plugin.
Categories: Drupal Views Plugins (Part 1) : Simple area handler plugin

Planet Drupal - 3 February 2019 - 12:04am
In this series I will show you how to make use of the new Drupal 8 Plugin system, we begin with a simple example : the views area handler plugins.
Categories: Drupal Overview of CMI in Drupal 8

Planet Drupal - 3 February 2019 - 12:04am
Some notes about the new Configuration management system in Drupal 8
Categories: Drupal Migrate to Drupal 8 from a custom site

Planet Drupal - 3 February 2019 - 12:04am
Migrate is now included in the Drupal core for making the upgrade path from 6.x and 7.x versions to Drupal 8.

In this article will see how to use the Drupal migration framework to migrate custom sites to drupal 8.
Categories: Drupal Inline Entity Display

Planet Drupal - 3 February 2019 - 12:04am
Handle referenced entity fields directly in the parent entity
Categories: Drupal

TextRazor - Automatic text classification

New Drupal Modules - 2 February 2019 - 12:25pm

This module integrates TextRazor service with Drupal 8 to automatically classify your content into categories and topics based on the Natural Language Processing (NLP) technology of TextRazor.

Categories: Drupal

Peter Moore quit video games, but the Liverpool FC chief still fears Fortnite

Social/Online Games - Gamasutra - 1 February 2019 - 4:40pm

Peter Moore got out of games, and now he's afraid they're coming for him where he works. ...

Categories: Game Theory & Design

Cloud gaming isn't an immediate threat to consoles, says Sony CFO

Social/Online Games - Gamasutra - 1 February 2019 - 11:02am

Sony's CFO spoke on potential threats to the PlayStation's success in a quarterly conference call, noting that, while the cloud could one day make consoles obsolete, it won't be in the immediate future. ...

Categories: Game Theory & Design

Entity Reference Revision Add Edit Display Dialog

New Drupal Modules - 1 February 2019 - 10:48am

Allow Entity Reference Revision to be added/edited/viewed within a modal dialog, without requiring a page reload.


Entity Browser ( )
Entity Reference Revision ( )


Categories: Drupal

WeKnow: Improving Drupal and Gatsby Integration - The Gatsby Boina Starter

Planet Drupal - 1 February 2019 - 9:47am
Improving Drupal and Gatsby Integration - The Gatsby Boina Starter

This is the latest post of the “Improving Drupal and Gatsby Integration” series. This time I will be talking about the Gatsby Boina Starter; we are contributing to make your Drupal-Gatsby integration easier. The Boina starter ships with the main Gatsby configuration files you might need to get up and running on your Gatsby site.

jmolivas Fri, 02/01/2019 - 17:47
Categories: Drupal

Book Tree Menu

New Drupal Modules - 1 February 2019 - 9:42am
Categories: Drupal

See how Path of Exile was built to be played forever at GDC 2019

Social/Online Games - Gamasutra - 1 February 2019 - 8:56am

Grinding Gear Games' Path of Exile is a free-to-play success story, and at the Game Developers Conference in San Francisco next month you'll get to see how the dev team keeps it going strong. ...

Categories: Game Theory & Design

Thumbor Effects Crop

New Drupal Modules - 1 February 2019 - 8:44am

This module makes it possible to create crops in combination with the Thumbor Effects module.

Categories: Drupal

Feeds: Twitter

New Drupal Modules - 1 February 2019 - 8:28am

A Twitter timeline fetcher for Feeds.

This module is under active development and will receive periodic updates. It's useable but having no stable release currently I cannot guarantee that the most recent release will work.

Categories: Drupal

Welcome to the Airy Peaks (01)

Gnome Stew - 1 February 2019 - 5:00am

Hey folks. This will be a series of articles that shows off the Airy Peaks, a fantasy setting. Over the course of several articles with the Airy Peaks tag, you’ll find a bunch of stuff you can use in your fantasy games, including but not limited to a town called Foot, maps of the areas of the peaks, NPCs, magic items, stories of the peaks, adventure seeds, rumors about Eyetog – the great red dragon that once ruled over this small mountain range, adventure hooks, and interesting things you can use for your games.

To begin let’s start with a story.

The Legend of Eyetog & The Airy Peaks

Eyetog the terrible is the most fearsome dragon that has ever existed. For thousands of years he’s been known as the ender of ages, the taker of treasures, the eater of heroes. It was pay tribute to the dragon or have your nation destroyed by fire. As of today no one has seen the dragon for 50 years.

Some thought the dragon might have died, others believed he just retreated to his lair in the small mountain range to the north known as The Airy Peaks. After 30 years, adventurer’s became curious and made their way to The Peaks to find out for themselves. Inside they found the mountain range had been hollowed out. There were miles of caverns and tunnels of smooth stone that glowed with energy. The stone looked as if it had been shaped and melted by dragon’s fire. There was also treasure in those caverns and it was guarded by all manner of monster and horror. It became a siren call to adventurers.

Soon after a small town called Foot was established and it became a haven and base for adventurers to make their forays into the mountains. Many died. Some became rich. Stories and legends were born. This is the Airy Peaks. What legend will you leave?

The Premise

The Airy Peaks is a massive dungeon complex. It was created to run Dungeon World, which is a game I very much adore. I’ve used it to run a number of one shots, Long Cons – convention games where two or more consecutive sessions tell a longer story with the same characters and players, and several campaigns. This means you can use it to run games in a variety of situations, but it’s dungeon crawling at its core. There’s a town. There’s a dungeon. You’re supposed to go into the dungeons, explore, find treasure, return to town, spend your coin, go into the dungeon, and now you see the cycle.

How to do this effectively

I’ve been fascinated with dungeon crawls my entire life and especially the mega-dungeon. My problem has always been how do you tell a compelling story around the idea of these dungeon crawls? My answer was the Peaks.

  • Step 1. Variety
    To start I wanted to make sure the dungeon was compelling and had a number of areas. When I started, the Airy Peaks had eighteen different cavern complexes for adventures to explore. These were not all highly detailed. A lot of them were just the name of the cavern complex, like The Dragon Fire Forges or The Mushroom Cavern. Some were drawn out and more detailed to begin with, like the Wild Caverns and the High Halls. In either case I had a lot of places the characters could explore and travel when we started.

  • Step 2. Evolving Ecology
    I also decided that each of these cavern complexes wouldn’t just be stagnant. They’d have evolving situations based on the things that happened around them or too them. So if adventurer’s went into a cavern and cleaned it out, the cavern would eventually be repopulated by different monsters. For example there’s the High Halls.

    The High Halls have a very tall ceiling and when my Airy Peaks Campaign started it was inhabited by a tribe of Hill Giants. Once those giants were dealt with, a tribe of Cyclops moved in and took the place over. The High Halls are adjacent to a huge cave area called The Wild Caverns. When the giants were there the characters could encounter giants in The Wild Caverns. When the Cyclops moved in they were up for random encounters in The Wild Caverns. This made the ecology of The Peaks an evolving thing.

  • Step 3. A Home Base that Matters
    The next step was to make the town of Foot a living, breathing place that had a purpose. It’s an adventurer’s town and is there to service adventurers. It’s sort of like a resort town and tourist trap for adventurers. It’s a place for adventurer’s to bring their gold to and spend it on carousing, getting into trouble, gear, the bath house, the pleasure boat, bribes, information, and whatever else an adventurer can think of.

    The place was also filled with a number of NPCs that had their own agendas and desires in the town. Some of them even belonged to the Cult of the White Fangs, which worshiped a spirit aspect of Eyetog. To go along with those NPCs who lived in Foot, I also had a bunch of adventurers who were also delving into the mountains. They would have their own stories of exploits in the Peaks and sometimes they wouldn’t come out. This helped to show that the Peaks weren’t a kind or forgiving place.

  • Step 4. The Dragon’s Plot
    Here’s the spoiler about the Peaks. Eyetog is trying to become a god — a god of death to be precise. The first thing he needed to do was discover the way to become a god of death. He already has when the campaign began and set up his situation for this plan to succeed. Here’s what else he’s already done or needs to do:

    • Consume a god of death
    • Collect enough energy to ascend
    • Fashion himself a body that can hold the energy of a god and infuse that energy into the body over time

Next time I’ll talk about how the dragon’s plot helped shape the Airy Peaks and gave me the flexibility of steps one and two. I hope you enjoyed this and if you have any questions I’ll do my best to answer them in the comments below.

Header art is by Drew Smith

Categories: Game Theory & Design

OPTASY: How to Decouple Drupal Commerce to Deliver Richer Shopping Cart Experiences: Useful Modules

Planet Drupal - 1 February 2019 - 4:16am
How to Decouple Drupal Commerce to Deliver Richer Shopping Cart Experiences: Useful Modules radu.simileanu Fri, 02/01/2019 - 12:16

Just imagine it: Drupal 8's robust features as a CMS, the flexible e-commerce functionality of the Drupal Commerce ecosystem and a JavaScript framework for the front-end! All in the same native mobile app! You can easily achieve this “combo” — a reliable content repository & a JS-based front-end providing a fantastic shopping cart experience — if you just... decouple Drupal Commerce.

For why should you trade Drupal's battle-tested content authoring and administration tools for a more interactive user experience? 

And why should you give up on your goal to deliver richer cart experiences just because Drupal 8 can't rival the JavaScript in terms of advanced native mobile app functionality?

Categories: Drupal

DrupalCon News: You should stay at a DrupalCon partner hotel. Here’s why.

Planet Drupal - 1 February 2019 - 4:12am

The hotels we chose each offer an ideal hub—connecting you to a rewarding DrupalCon community experience. 

Categories: Drupal


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