Why I lost $42,500 making a VR game - by Joseph Radak Blogs - 28 November 2018 - 6:23am
In the changing landscape of VR, indie devs burden a lot of risk while providing for innovation than many AAA companies. This is a burden that will lead to indie devs vanishing, and their innovation with them.
Categories: Game Theory & Design

Rolling a Ball: Harder Than You Thought (part 1) - by Nathaniel Ferguson Blogs - 28 November 2018 - 6:22am
When creating the game Rollossus, I ran into more trouble than I thought trying to reach satisfying ball movement. This three-part blog series walks people through the issues I ran into and the solutions I found.
Categories: Game Theory & Design

How Overworking Affects Game Developers - by Antonio Torres Blogs - 28 November 2018 - 6:22am
Many individuals within the world of technology drive themselves into the ground without noticing that their self-destructive behaviors are causing anxiety, hypertension, poor eating habits and a general sense of dread during the day.
Categories: Game Theory & Design

Blood, sweat and pixels - why is it so hard to make games? - by Emilia Tyl Blogs - 28 November 2018 - 6:21am
Cool book about the making of ten great games, written in clear, accessible language, which everyone can understand. If you’re curious how game dev works and what difficulties it faces and why your anticipated game is delayed once again - just read it.
Categories: Game Theory & Design

Is it “Game Over” for AR/VR platform wars? - by ISABELLE HIERHOLTZ Blogs - 28 November 2018 - 6:11am
The AR/VR industry seems to have made its mind up on platforms, based on responses to Digi-Capital and AWE’s Global AR/VR Industry Survey. While there are still opportunities for nniche players and startups, clear standouts are now top of mind.
Categories: Game Theory & Design

Exponential Growth and long run survival in Gaming - by kunal borhade Blogs - 28 November 2018 - 6:11am
Go Agile Or Fail !! Here is the Success Mantra for delivering AAA title games in India. Its been pleasure sharing my thoughts and learning at GameDevConference couple of months back. I am uploading the video for those who were not there at the conference
Categories: Game Theory & Design

Rolling a Ball: Harder Than You Thought (part 1) - by Nathaniel Ferguson Blogs - 28 November 2018 - 6:11am
When creating the game Rollossus, I ran into more trouble than I thought trying to reach satisfying ball movement. This three-part blog series walks people through the issues I ran into and the solutions I found.
Categories: Game Theory & Design

Why is Game project management important? - by kunal borhade Blogs - 28 November 2018 - 6:11am
Why is Game project management important?
Categories: Game Theory & Design

A big step toward the practical application of 3D holography with high- performance computers

Virtual Reality - Science Daily - 28 November 2018 - 5:27am
Computer scientists have succeeded in developing a special purpose computer that can project high-quality 3D holography as a video. With the newly developed 'phase type' HORN-8, the calculation method for adjusting the phase of light was implemented, and the researchers were successful at projecting holography information as a 3D video with high-quality images.
Categories: Virtual Reality

OpenSense Labs: Gutenberg and the Drupal of Tomorrow

Planet Drupal - 28 November 2018 - 5:20am
Gutenberg and the Drupal of Tomorrow Shankar Wed, 11/28/2018 - 18:50

More than five centuries ago, Johannes Gutenberg introduced the mechanical movable type printing and set the stage for the Renaissance and Age of Enlightenment. Years later, digitisation has brought a volte-face in the thinking and has carved out new ways of sharing and governing the content. Gutenberg editor, which is named after Johannes Gutenberg, is one of a kind and is destined to streamline website creation and editing even for the average non-technical users with its cutting-edge features.

Other platforms like Medium, Squarespace or Ghost provide a really unique and refreshing experience for writers. This led to the development of Gutenberg editor. It was introduced to the world by Matt Mullenweg, founder of WordPress, at WordCamp Europe in 2017. The idea behind this is to make the process of adding rich content to the site simple and enjoyable. So, how can Drupal and Gutenberg be combined?

What is Gutenberg?

Gutenberg editor allows you to govern website content in customisable chunks or blocks where you do not have to be adept with HTML or need to write shortcodes. The complete layout of the website can be controlled including both the front end and the back end from a single console.

By looking at the editor as more than a content field, Gutenberg allows you to revisit a layout that has not been touched for over a decade thereby enabling you to design a modern editing experience. Now, the question arises. Why does Gutenberg lets you look at the whole editing experience and not just the content field?

As the block unifies several interfaces, adding that on top of the existing interface would add intricacy as opposed to removing it. Revisiting the interface allows us to create a rich and modern experience while writing, editing and publishing and all the while keeping factors like usability and simplicity in mind. Singular block interface offers a clear path for the developers for the creation of blocks. By considering the whole interface puts the emphasis on full site customisation. Full editor screen not only entirely modernises the foundation but paves way for more fluid and JavaScript-powered future.

Gutenberg for Drupal

What’s the situation like in Drupal? Like Wordpress, Drupal is an open source content management system (CMS) and there is a never-ending debate on which one’s better (we have done our part as well). But providing a modern UI for rich content creation is a priceless feature which is what Wordpress has done by introducing Gutenberg editor. This decoupled React-based editing experience can work wonders for Drupal as well.

Difference between CKEditor and Gutenberg

Merging Drupal and Gutenberg is a killer combination as it allows us to empower content authors to develop rich landing pages inside a rock solid CMS framework. Before we jump into that, let’s see what the current mode of editing looks like in Drupal.

Admin Interface of CKEditor module

The picture shown above is an example of the current text editor of Drupal which is CKEditor - WYSIWYG HTML editor. It is part of the Drupal 8 core modules and is magnificent to work around. It brings the stupendous WYSIWYG editing functions of known desktop editors like Microsoft Word to the web. It is super fast and does need any sort of installation on the client computer.

On the contrary, Gutenberg editor can make your words, pictures, and layout look as good on screen as they do in your visualisation. By leveraging blocks for the creation of all types of content, it removes inconsistent ways of customisation of Drupal and adheres to modern coding standards thereby aligning with open web initiatives. You can try it out yourself!

How does Gutenberg work?

In a session, held at Drupal Europe 2018, a demonstration showed how Gutenberg content editor would work with Drupal. Gutenberg module needs to be installed and enabled.

Like the Drupal paradigm, all elements on a page are Gutenberg blocks. Blocks are basically the unifying evolution of what is now encompassed by shortcodes, embeds, meta-boxes, theme options, custom post types, post formats, and other formatting elements.

While Gutenberg comes with its own set of blocks, Drupal core has its own as well. That is, all the existing Drupal blocks are available in the Gutenberg UI and can be inserted into a page along with core blocks. In addition to this you can, of course, extend them or build your own. You can also access to Gutenberg Cloud library for more contributed blocks.

A demo of Gutenberg

The block types that are working in the first release are:

  • Content positioning: Performing the positioning of content can be flexibly done as there is no separation between what’s inside the editor and what is before or after.
  • Font: It has an awesome font colour and size adjustment mechanism. The UI for altering fonts and colours is eye-catching.
  • Searchable blocks: In addition to having a search box at the top left, page blocks are accessible inline with the help of “/”.
  • Embedding: Whether you need to embed social posts or videos, just paste the URL. You will see it expanding by itself.
  • Layout: As the blocks can have child blocks, handling layout is simple. You can split your blocks into columns on a grid.

It is so wonderful to think that Drupal is the best way to get your ideas on the web (Of course it is!). But if you know how to write code, then you can unlock a world of beautiful features that Drupal can offer. Not everyone is adept with code. With Gutenberg editor, you don’t need to.

Gutenberg’s content blocks would metamorphose how users, developers, and hosts communicate with Drupal to make developing rich web content simpler and more intuitive. Thus, it democratises publishing and can work for everyone no matter what their technical proficiency is.

With our expertise in Drupal Development, we can help make your digital transformations dreams come true.

Ping us at to know more on how Gutenberg can change the editing process on your Drupal site forever.

blog banner blog image Gutenberg Editor Drupal Gutenberg Drupal 8 Gutenberg Blog Type Articles Is it a good read ? On
Categories: Drupal

Five Tips For GMing Convention Games

Gnome Stew - 28 November 2018 - 5:00am

There are a lot of reasons why I go to gaming conventions. I get to meet new people, try new games, and see old friends. One truth that remains constant throughout the varied cons I’ve been to over the years: they succeed or fail based on the GMs and players that they attract.

Great GMs give players an excellent experience, which brings them back to the con next year. Great players that come back build a strong culture of excellent gaming. When those positive GM/player interactions happen, it lifts everyone up and creates spaces that grow and thrive.

I’m going to do my best to prepare you for the special challenges that a convention experience holds by sharing my top five strategies for success.

#1 Know Your Game

Convention games demand a certain level of rules mastery. I learn the game system so that I can focus on the people at the table instead of the rules. I don’t need to have every rule and exception memorized but I should have a full understanding of the game I’m running.

In a convention setting, I know that I will need to make quick decisions when questions come up and I don’t have time to look up the rule. It doesn’t need to be a perfect call but it should be in line with the spirit of the game and the story.

I am excited to celebrate every type of player that may show up to play a game that I am facilitating. I have to be prepared to guide players with no experience, make sure that players with an encyclopedic knowledge of the minutia have fun but don’t take over the game, and encourage those players that live in the middle.

#2 Be an advocate for the players

Without the players, I would live a lonely life at an empty table. I certainly have plenty of horror stories about difficult players but the reality is that they are the minority of people I share a gaming table with. Almost everyone that I meet at a conventions are wonderful, giving, and fun people.

I take my job as a game facilitator very seriously. I am there to create a safe space, make sure that players respect each other and the rules, and help tell a cool story. I help set the social contract for the group by starting each session with a talk about my boundaries and expectations for the game. Clear communication makes it easier to understand what the table needs from me.

I make sure that everyone at the table understands that I will enforce the use of the X-Card by moving the story in a different direction when it is used. I warn and/or remove anyone that doesn’t respect, or demands an explanation of why, someone has used it.

While we all contribute to creating a safe environment I recognize that I have taken on an extra level of responsibility to do my best to advocate for anyone that needs it.

If a player is trying to take agency and control away from another person then it’s my job to talk to the offender and give them the opportunity to either adjust their actions or leave the game. If someone is being rude or exclusionary the need for those conversations becomes immediate and serious. It’s important to me that I say, “We don’t do that here. I need you to stop or we can try to find you another game.”

Many conventions have staff members and clear procedures in place to help GMs deal with any problematic players that won’t respect the convention’s code of conduct. Make sure you familiarize yourself with what safety procedures and policies the con you’re at has.

I’m not just there to stop negative behavior. It’s even more important that I highlight the players and their strengths so they get a chance to shine. I endeavor to provide each of them a task that is especially suited to their character. Take the time ask each person, “What do you want to do,” or “Describe what happens when you punch the cyborg ape!”

I work to help them tell a great story and create memories by encouraging the players to support each other. I support this group of strangers as they build friendships and create community by keeping the space inclusive and welcoming. I share their love of gaming and give them the encouragement they need to be amazing.

#3 Be an advocate for the story

Tabletop RPGs are, at their best, an opportunity for collaborative storytelling. This is not tied to any one particular game system. Even if I’m running a module, I can give the story room to breathe, grow, and feel personal to the players by letting them explore, interact with the world, and having the world react to their choices.

If someone at my table wants to talk to the bouncer at Club Red Herring in the game I’m going to let them. If I didn’t want characters to interact with him I shouldn’t have described him. I’m going follow along as they run down the wrong road and adjust the road so it leads where they need to be. Maybe I had a major confrontation planned for a power plant on the outskirts of the city but there is no reason that I can’t move it to the basement of the club. I make a slight adjustment that better serves the story that we’re telling.

Convention games are a one-time experience so I want them to play pretend and have a joyful time.  In your home game the life and death of your character matters because you’re coming back next week and you don’t want to start over. Players at a convention don’t need to worry about long term repercussions of their choices so they can be as reckless and heroic as they want.

The stories we tell aren’t mine alone. They belong to the table and to our shared experience. I expect a con game to go off the rails and for everyone to have fun. That’s why we’re all there and that is what the story if supposed to be, fun. If my desire to control the narrative keeps the players from having a voice then I have failed them.

#4 Time is precious

Keep track of the clock. I mean it. Don’t make me type this in all caps. Manage your time.

In a four-hour convention game I will have about three hours and 15 minutes of actual gaming if I’m lucky. Those 45 minutes are filled with bathroom breaks, late players, introductions, chatting, and cleanup after we are done. I’m left with around three hours to answer questions, tell a complete story, and build friendships. That time goes quickly if I’m not focusing on the clock. The converse happens too, where I’m speeding through content and discover that I’ve still got over an hour left despite being at the end of what I had planned.

I would rather end early than run over the time I have. I watch the clock constantly but I still make mistakes sometimes. It happens and I deal with it as best I can. I will remove portions of the adventure that aren’t crucial to overall story to save time. I cut whatever is necessary to make sure to end on an epic moment.

If things are going too fast I’ll add in another piece to the adventure on the fly. I won’t add content that ends up feeling like a chore to the players just to make the game longer. If I add something I want it to be fun

Those final moments of the game are what the players will remember about their experience with me. I try to leave them with the triumph, tragedy, or conflict of that final scene and not a disappointing moment.

#5 Be the leader your table needs

The gaming table doesn’t belong to me. It is a shared space that I have agreed to guide while we tell a story together. When does this space need me to step up and take a leadership role? When the players don’t know how to move the story forward. When someone needs me to step in and enforce an agreed upon boundary. When conflict threatens to disrupt or derail the table. What do I do the rest of the time? I get the hell out of their way.

Because of the time constraints of a convention game, the story can’t afford to bog down and stall. When that happens I step in and offer suggestions about what options are currently available to the players. If they are arguing about what to do next I will call for a vote from the players and then move forward in the direction that the majority has chosen. I’m there to support them not control them.

It’s my job to be kind, attentive, and fair to everyone at the table. I set the expectations of conduct, tolerance, and kindness with my words and actions. I want to be a leader not a dictator.

Categories: Game Theory & Design Blog: Interview with John Piccozi, co-host of the weekly podcast Talking Drupal

Planet Drupal - 28 November 2018 - 1:47am

Meet John Piccozi, co-host of the weekly podcast Talking Drupal and co-organizer of the Drupal Providence Meetup and the New England Drupal Camp. John met with Drupal about 10 years ago, and he is looking forward to what will the next 10 years bring.

Categories: Drupal

Dark Mode

New Drupal Modules - 28 November 2018 - 12:42am

Dark Mode is module for Drupal that allows Drupal administrator to set two themes for any Drupal installation to switch between, depending on the schedule.

By using dark mode module you can enable dark theme for your Drupal installation. Dark mode is a design trend. Many reading applications
(Medium App, Twitter etc.) have it already. It is not only about just inverting
all colors, but it’s also about art direction.

Categories: Drupal

Config Owner

New Drupal Modules - 28 November 2018 - 12:05am

The Config Owner module provides the ability for modules to control the configuration they ship with. That means preventing sites that use it from exporting/importing changes to these configurations.

The module works by exposing a YML based plugin type called Owned Config. Any module that wants to "own" some configuration, needs to do two things:

Categories: Drupal

Post Mortem - Destination Primus Vita - by Anne Gibeault Blogs - 27 November 2018 - 11:15pm
Anne Gibeault gives her own personal Post Mortem of making the sci-fi adventure game Destination Primus Vita. From the birth of a new IP to the release of the first game.
Categories: Game Theory & Design

Improving Chess with Super X Chess - by Miika Pihkala Blogs - 27 November 2018 - 11:06pm
You'll find answers to questions such as: How chess is in trouble? How Super X Chess improves chess? Why life is like a game of chess?
Categories: Game Theory & Design

Amazee Labs: Git bisect + Cypress

Planet Drupal - 27 November 2018 - 10:09pm
Git bisect + Cypress

Once I got a task to fix a bug. While bug itself was easy to fix, I had to find the commit where it was introduced. To describe why I had to do it, I have to explain a bit our development process.

Alex Tkachev Wed, 11/28/2018 - 07:09 Our branching model

The exact branching and deployment workflow may differ from project to project, but we have two mainstream versions. One is for legacy hosting and one is for Lagoon.

Here is the common part. The production instance always uses the latest prod branch. When we start to work on a new task, we create a new branch from prod. When the task is tested and demoed, we deploy it. Separately from other tasks.

We do this to speed up the delivery process, and to make our clients happy.

If a project lives on the legacy hosting system, it usually has PROD and DEV environments. For a task to be tested and demoed we have to deploy it to DEV first.

With Lagoon, we have a separate environment for each task, and this is awesome!

The bug I had to fix was on a project hosted on the legacy system. Also the bug was found on the DEV environment, and it was not present on PROD. So one of the active tasks introduced it (and at that time we had lots of active tasks). I had to find which one.

The bug

An element was appearing on a page, that it should not have appeared on.

The project

The backend is built with Drupal. The frontend is also Drupal, but we used progressive decoupling to embed dynamic Vue.js elements. In between - our beloved GraphQL. No test coverage ( yet, but we have a plan to add it with some end-to-end testing framework. Most probably it will be Cypress.


It's a modern e2e testing framework. It has lots of cool features, and some of them, like time traveling, help you not only to write tests but to develop in general. Just watch the 1-minute video on the Cypress website and you'll love it.

Git bisect

This is a very easy and very powerful Git tool. To make it work, you just need to give it three things:

  • a commit where things are good
  • a commit where things are bad
  • a command to test if things are good or bad

The result would be the first bad commit.


The search

Finally, I can share my experience in combining these two tools.

Since we don't yet use Cypress on the project, I installed it globally on my machine with npm i -g cypress and created cypress.json in project root with {} contents. That's all Cypress needed.

To run Git bisect, I used the following commands:

The was looking like this:

(I actually was lucky that for Drupal I only had to run cache clear after each Git jump. If, for example, there would be Drupal core updates in between bad and good commits, then running drush cr would not work. But in this case I could install Drupal every time from an existing configuration. It would have been a bit slower.)

And here is the Cypress test which I put into the path/to/vue/cypress/integration/test.js file:

It took a little time to set this all up. The result was good - I was able to identify the commit in which the bug was introduced.

Sum up

Modern e2e testing frameworks are easy to set up and use. They can do more than just automated testing. All it takes is some your imagination.

For example, once a colleague of mine had a task to do a content update on a project using an Excel file as a source. One way to do it was to do everything by hand, copy-pasting the data. The other way would be to write a one time importer. But instead, he turned the Excel file into JSON data and used TestCafe to do the click-and-paste job. This was faster than the first two options. And it was quite cool to see the visualization of the automated task - it's so nice when you can see the result of your work.

Categories: Drupal

Hash Tag Make

New Drupal Modules - 27 November 2018 - 9:31pm
  1. This module provides a text format filter which turns strings beginning with "#" into links.
  2. This module uses pregreplace() to alter the value of the Text Format value.
  3. Link href value for search set to /search/node?keys=[string]

Turn #hashtag into <a href="/search/node?keys=#hashtag" class="hashtag">#hashtag</a>

Categories: Drupal

Pathalias Extend

New Drupal Modules - 27 November 2018 - 7:47pm

The Pathalias Extend module allows you to extend existing path aliases of content entities with suffixes matching a particular pattern and optionally create an alias for the suffix, if it doesn't exist, yet.

Categories: Drupal

FTC agrees to investigate loot box monetization schemes in games

Social/Online Games - Gamasutra - 27 November 2018 - 3:23pm

Federal Trade Commission chairman Joseph Simons today agreed to begin an investigation into 'loot box' monetization schemes in video games and whether they take advantage of young players. ...

Categories: Game Theory & Design


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