Working with Facebook Instant Games - by Conor O'Nolan Blogs - 6 August 2018 - 9:17am
I've spend the last 3 months working on Facebook Messenger games. I'll outline some of the issues involved from a technical and business perspective.
Categories: Game Theory & Design

GDC 2019 organizers are looking for smart Business & Marketing talks!

Social/Online Games - Gamasutra - 6 August 2018 - 9:15am

If you have a great talk that would fit in the Business & Marketing track at Game Developers Conference 2019, organizers want to hear it, and they're taking submissions - but only through August 16th! ...

Categories: Game Theory & Design

Brass Tactics: Evolving classic RTS interactions for VR - Part 1 - by Patrick Lipo Blogs - 6 August 2018 - 8:42am
The goal of Brass Tactics started simply: Make an RTS that embraced the medium of VR... Luckily, we were blessed with a lot of freedom to explore what that meant. As we iterated towards the final product, we made a lot of interesting stops along the way.
Categories: Game Theory & Design

Game Design in Real Life: The Prisoner’s Dilemma - by Caleb Compton Blogs - 6 August 2018 - 8:39am
There is a field in economics known as Game Theory. This field tries to break situations down into simple mathematical models to determine what a "rational" person would do. In this article, see how game theory can be used in life and game design!
Categories: Game Theory & Design

Editor Sidebar Menu

New Drupal Modules - 6 August 2018 - 7:54am

"Editor Sidebar Menu" (esm) adds a configurable sidebar to your form display.
This helps users navigate through long forms with many fields and fieldgroups.

  • Field Group Module has to be installed

Note: This module works best with Seven Theme and comes with default styling which can be overriden. Only desktop and
tablet viewport is supported.

Categories: Drupal

Edit Form Warn

New Drupal Modules - 6 August 2018 - 7:01am

The Edit Form Warn module is a simple module that adds javascript to pages with content forms. It checks all inputs and textfields for changes before the page is left. If any there has been a change, then a warning message is shown before the page is left. This module also creates a button for ckeditor wysiwyg called "Warn Before Leaving" to perform the same action.

Categories: Drupal

Jacob Rockowitz: Caring about webform accessibility

Planet Drupal - 6 August 2018 - 7:00am

It is easy to not care about accessibility, mainly because we generally don't see or understand how people with disabilities use our applications. Frankly, even usability testing can become an afterthought when it comes to building websites. There are lots of move parts to a website or an application, and it is hard to pause and ask can someone access this information using just their keyboard and/or a screen reader. The more accessible your website is, the more users you can reach and engage with your website's mission or purpose.

At Design4Drupal in Boston, caring about accessibility became the central theme for my presentation, titled ’Webform Accessibility'. After I gave my presentation, I created Issue #2979628: [meta] Improve Webform Accessibility and started fixing some obvious and not-so-obvious issues with the Webform module for Drupal 8. Andrew Macpherson, one of the Drupal Accessibility Topic maintainers, was kind enough to spend an entire train ride from NYC to Boston discussing (via Drupal Slack) form related accessibility issues and how to resolve them.

There are tools that can show you obvious problems

The most common form accessibility issue I see across the web is a failure to provide descriptive labels for form inputs. Labeling form inputs makes it possible for a screen reader to describe what input value is expected, as well as determine how it’s going to be used. For example, a screen reader needs to be able to identify a website's search box so that users can find content quickly. The solution is to provide a hidden label or title attribute to a site's search...Read More

Categories: Drupal

How to do cost-effective QA for your Mobile Games - by Kaushal Singh Blogs - 6 August 2018 - 6:53am
From successful planning to test execution, the blog gives exclusive insights into QA planning during the project planning phase, as well as building up the optimal QA device matrix in different stages of project for best coverage and successful launch.
Categories: Game Theory & Design

Dead Body Falls: Designing the Waypoint System - by Luisa Nunes Blogs - 6 August 2018 - 6:52am
A look at the Waypoint System used in the game Dead Body Falls (2018, GearVR, Oculus Go)
Categories: Game Theory & Design

Localizing licensed IPs: tips and best practices - by IGDA Localization SIG Blogs - 6 August 2018 - 6:52am
Games based on famous IPs, whether movies or TV series, are on the rise and with them come a few limitations not only to creativity. Learn about the best practices for localizing your game and prepare well in advance with this article.
Categories: Game Theory & Design

How to make a Discord RPG: Part 1 - by Adrian Hawkins Blogs - 6 August 2018 - 6:51am
First in a series about the making of the Torn Tales Discord RPG: a game playable inside the Discord messenger client using a react based combat and exploration system. This first article focuses on design.
Categories: Game Theory & Design

How could video games teach us more about our ancestors - by Herbert Llanas Blogs - 6 August 2018 - 6:51am
When it comes to games that teach history, the list can go on and on until you’ve run out of fingers and toes.
Categories: Game Theory & Design

We Kickstarted A Game 4 Years Ago and It's Not Done Yet - Part 1 - Backstory - by Tristan Moore Blogs - 6 August 2018 - 6:48am
In this post, I'm providing a transcript of a video series I'm making on the overall experience of running a Kickstarter game over the last 4 years. In this part, I'm offering an introduction to our game and why we actually started to consider Kickstarter
Categories: Game Theory & Design

How to work with Bezier Curve in Games with Unity - by Vivek Tank Blogs - 6 August 2018 - 6:48am
The main objective of this blog post is to give you a basic idea about how to work with Bezier Curve In Games.
Categories: Game Theory & Design

Cyber Demons | The AI of DOOM (2016) - by Tommy Thompson Blogs - 6 August 2018 - 6:46am
Eight years in development, 2016's DOOM was a long awaited return for the franchise. I take a look at the AI toolchain adopted in the game, where it comes from and the secrets that reinforce the game's 'Push Forward Combat' philosophy.
Categories: Game Theory & Design

ZON Demo Module 2

New Drupal Modules - 6 August 2018 - 3:58am
Categories: Drupal Integration

New Drupal Modules - 6 August 2018 - 2:40am

This module provides integration with the data presentation services.

It provides access to dashboards and the ability to embed dashboards into Drupal content-pages as embedded entities.

Categories: Drupal

I Fix Drupal: Debugging "Relay log read failure" With MySQL Master-Slave Replication For Drupal

Planet Drupal - 6 August 2018 - 2:28am
Our Drupal 7 installation has served us well using a single, optimised MySQL database server. However, a desire to deliver advanced reporting and dashboards driven by Power BI required us to implement a replicated slave so that Power BI could draw data from a datasource that would not impact the performance of the database serving the website. Mostly the configuration was straightforward: Replicate a MySQL 5.5 master into a single MySQL 5.7 slave Stitchdata tunnels into MySQL slave to access binary logs - Stitchdata requires at least MySQL 5.6, which explains the version difference you...
Categories: Drupal

Taxonomy term: options select extras

New Drupal Modules - 6 August 2018 - 1:13am

Taxonomy term widget to show some useful options for (select list) widget.
This module currently will help you to show the only top level of terms without sowing the children.

Categories: Drupal

Troy’s Crock Pot: World building — Homeland

Gnome Stew - 6 August 2018 - 12:01am

Our summer world-building exercise keeps zeroing in. We started with a broad overview, grabbing a continent and carving up land areas into nations. Now we’re ready to sketch out the PCs’ homeland.

I’m selecting the territory in the center map, the one at the heart of the peninsula with a river running through it. I like it as a homeland because it has access to the northern and southern seas, meaning that if a player wants their character to come from elsewhere in the setting, there is a plausible explanation for their emigration.

Nentir Vale Model

The Nentir Vale is the setting presented in the fourth edition Dungeons and Dragons Dungeon Master’s Guide. As an example of what a homeland filled with adventure potential looks like, it is very good. It is only two and a half pages long, proving that a useful gazetteer can still be concise.

Broken down, the Nentir Vale has five towns or safe places, “points of light” in the vernacular of the setting. It describes five major wilderness encounter areas. (Though to be fair, the setting has more. But these are simply names of geographic features on the map without description — locations to be fleshed out by the DM later). Lastly, and more importantly, the setting describes six adventure sites, all ruins and dungeons. A handful of places giving the PCs some choice of where they want to explore next, but not too many as to overwhelm them.  

Our Homeland

Let’s give it a name: Mendathis. It’s people are the Mendati.

Points of light. (For simplicity’s sake, all the place names will be real, in this case, Bulgarian. I can change them later if I wish).  The old provisional capital on the north coast is Borovan. It’s rival city is Opaka and is on the southern coast at the mouth of the Pernik River.  Upriver is the centrally located frontier trading hub of Vestran, a walled town amid rugged wilderness. The eastern border town is Devin, which has an active garrison. Slivinika is the regional capital from land annexed from a neighbor along the southwestern coast, and thus, has a different character and culture from the rest of Mendathis.

Dungeons and ruins: An ancient and abandoned fortress lies at Kiustendil, abandoned when the Pernik River changed course. A highland stronghold overrun with monsters is Soljam near the source of the Pernik. An abandoned temple to the old gods lies at Ajtos on the trade road between Borovan and Devin. Svoge is a lawless area with many dungeon complexes in the eastern mountains.  Ardino was a wizards’ tower and enclave in the annexed territory.

Wilderness locations: The dark and forbidding Omurtag Forest fills the central frontier. The Lodogorie mountains occupy the southeast. The Cliffs of Elenia are where the mountains meet the sea. The fens and wetlands in the vicinity of Slivinka are known as the Kula.  The highlands that serve as the source of the Pernik are called the Telerig Crags.

Next time, we’ll be adding detail to the PCs’ home base, the frontier town of Vestran.


Categories: Game Theory & Design


Subscribe to As If Productions aggregator