Mediacurrent: [Webinar Registration] We Built This City On Drupal 8

Planet Drupal - 15 July 2019 - 8:30am

How did the City of Sandy Springs, GA improve information system efficiency with a unified platform? Join our webinar to see how we built this city on decoupled Drupal 8, GatsbyJS, and Netlify.

We'll explore how a “build-your-own” software approach gives Sandy Springs the formula for faster site speed and the ability to publish messages across multiple content channels — including new digital signage.

What You'll Learn
  • The City of Sandy Springs’ challenges and goals before adopting Drupal 8 

  • How Sandy Springs manages multi channel publishing across the website, social media, and a network of digital signage devices. 

  • Benefits gained from Drupal 8 and GatsbyJS, including: a fast, reliable site, hosting costs, and ease of development for their team.  

Jason Green, Visual Communications Manager at City of Sandy Springs, and Mediacurrent Director of Front End Development Zack Hawkins share an inside look at the project.


Follow the City of Sandy Springs on the path to government digital innovation.  Save your seat today!

Categories: Drupal

Paragraphs Selection

New Drupal Modules - 15 July 2019 - 8:19am

Let paragraph bundles define where they can be used.

Basically, this module reverses the way entity reference selection handling is done by the paragraphs module. This allows paragraph bundles to provide entity, field and weight configuration that would otherwise be in the parent entity field configuration, enabling a slightly different config management approach.

If you have any ideas as to how to improve the configuration form on the field settings, let me know!

Categories: Drupal

Recurring payments

New Drupal Modules - 15 July 2019 - 8:14am

This is a utility module. You don’t need it if no other module of your site depends on it.

This module extends Payment so that there is a standardized way to specify payment recurrence. At the moment it simply adds (optional) additional data to the line items.

Categories: Drupal

Enabling Breakthrough Innovations in the Client-to-Cloud Revolution - by Neil Schneider Blogs - 15 July 2019 - 8:12am
As a follow-up to "Grasping the Client-to-Cloud Revolution", Neil Schneider discusses the innovations and market breakthroughs he sees in store for content creators and technology makers in this developing next era of computing.
Categories: Game Theory & Design

A new type puzzle game COLLOC Dev Blog #2 - by Eiman Tan Blogs - 15 July 2019 - 8:12am
Puzzle indie game is coming to steam July 19, Here is Dev Blog #2
Categories: Game Theory & Design

Best Practices and Top Mobile Trends for Your Casual Games - by Sven Lubek Blogs - 15 July 2019 - 8:11am
Mobile games are set to reach 60% market share of all gaming consumer spend in 2019. Hyper-casual games will be driving download growth in 2019. Beating the competition in this saturated industry requires knowledge, skills and organization.
Categories: Game Theory & Design

Image Derivatives Selection

New Drupal Modules - 15 July 2019 - 7:41am

Select which image derivates should be exposed on images via metadata properties. Can be used w/ JSON:API etc.

Categories: Drupal

Crowdfunding and Video Games: 2019 Mid-Year Update - by Thomas Bidaux Blogs - 15 July 2019 - 7:40am
What is the state of Kickstarter for video games in the first half of 2019?
Categories: Game Theory & Design

Image Derivatives Base64 Representation

New Drupal Modules - 15 July 2019 - 7:32am

Allow adding a base64 encoded representation of image derivates to its metadata properties. Can be used w/ JSON:API etc.

Categories: Drupal

More Than Meets the Eye: The Secrets of Dynamic Difficulty Adjustment - by Caleb Compton Blogs - 15 July 2019 - 7:26am
Have you ever played a game that punished you for doing well, or went easy on you when you struggled? That's an example of Dynamic Difficulty Adjustment gone wrong. These systems are everywhere in games, and when done well you'll never know they are there
Categories: Game Theory & Design

Sponsored: Learn how to streamline database deployment for your next game

Social/Online Games - Gamasutra - 15 July 2019 - 7:13am

Download this in-depth report and learn how Redis Enterprise can power your next worldwide game launch. ...

Categories: Game Theory & Design


New Drupal Modules - 15 July 2019 - 6:03am
Categories: Drupal


Gnome Stew - 15 July 2019 - 5:00am

Obligatory recap: I’ve read about a system for creating urbancrawls (similar to hexcrawls but set in a city) from The Alexandrian. I had also been enjoying the Sorcery! gamebooks by Steve Jackson and their strange magic setting. Enter this series of articles, where I use The Alexandrian’s urbancrawl system to design my own urbancrawl with a strange magic theme.


We left off last time with:

  • a list of districts
  • a definition of what a neighborhood was
  • a list of layers we were going to use
  • a rough map
  • a list and brief description for all neighborhoods.

Here’s a recap of our layer list from way back in part 1 and a few notes/additions along the way:

  • Gazetteer/Landmarks: Done! This was part of the last few articles. We got a Gazetteer layer entry for each neighborhood along with the description for each.
  • Gangs: This is getting broken down into two separate layers, a guards layer and a gangs layer. The gangs layer will be a little different than most others because I want “contested” neighborhoods but this wasn’t worth making multiple layers for since I want many small gangs all over the city. In this case I’ll note each neighborhood with a “primary” gang, but neighbor gangs may also be encountered there as they vie for territory.
  • Guards: While the guard forces of the city are technically independently contracted mercenaries (and thus sometimes come into conflict), there is no overlapping territory, so outright conflict is more likely to be result of some key event rather than regular clashes between say the city guard and the temple district guard.
  • Heist: This promises to be one of the most difficult layers to make. While some layers we can get away with being handwavy or templaty, this one looks to be 24 actually planned out 5 room dungeons or bigger.
  • Weirdness: This is another layer that can’t be handwaved or templated. Each one of these has to be unique.
  • Aboleth: This layer is all plots and minions of the aboleth overlord. They’re not on it. Like the example for the Alexandrian’s articles where Count Ormu is lord of the vampires, and once you collect enough vampire clues you can confront him, the aboleth is somewhere on the map but isn’t up for random encounter or hunting down until a certain critical mass of interruption of their minions.
  • Patrons/houses/politics: Like the gang layer, this layer is high contested/populated by multiple groups with a “primary” house or independent noble that is technically tasked with oversight of the neighborhood, but with the possibility of encountering representatives from other houses there as well.
  • Shops: Though I don’t know how much use it will get, I want to put a unique/special shop in each neighborhood for PCs to find.
  • Ruins/undercity: The event that destroyed most of the university district also destroyed buildings all over the city. In addition, there are numerous entrances to the sunken levels underneath the current city.
  • Bugs and fungus: I’ve got an idea for a bug themed “boss critter”. This means I want bugs to have their very own layer (otherwise it makes it harder to amass the clues needed to start hunting down the bosses. Before this concept, I had toyed with the idea of adding slimes to this list, but with bugs in their own layer, I’m not sure I see a value in a fugus/slime layer. They’re just too inactive and uninspiring for anyone to go hunting for them. Unless maybe a cult of Jubilex. Hmmmm…
  • Cultists: I have this idea that the area was populated by some reclusive people before the city was built. They tried to stop further building before it got too big but were sent packing. Their descendants have infiltrated the city and work to bring it down or at least return it to their possession.

Some additional thoughts I’ve been kicking around:

Levels: Since this is an “open world” game, such that it is, I’m a little worried about PCs wandering into locations/encounters etc… that are far more than they can handle. I want it to be possible, but not something that happens regularly. To deal with this, the DC to find points of interest will scale with the challenge it presents. This will include an additional bump if what they’re looking for is kill on sight (which doesn’t include that many items anyway).

Roster: While some layers will be carefully keyed with every item on them premade, others don’t need to be so meticulously planned. With a fw planned points of interest, the rest of the layer can be handled by a roster of NPCs (some generic some specific) and maybe some on the fly 5 room dungeons. Thus most layers will need at least one roster, and some several.

Random encounters: I want random encounters in the city. Most, if not all of the encounters here can be pulled from the rosters of the various layers with just some differences in the encounter list for each neighborhood based on which layers are active and which are common and uncommon there.

Contents: I want to be sure to include a variety of types of items on the layers list. It would be boring if say, everything on the bugs layer was just bugs to fight. Here are the basic categories I want to be sure to include:

  • NPCS: Using the very old school definition here which encompasses both (demi)human and Monsters, etc… Some of these will be best dealt with with diplomacy, others by skill checks, others by combat, but I’m not going to shoehorn which is which. Let the players figure it out.
  • Tick/trap/puzzle: Probably not as common as in a dungeon setting, but it wouldn’t do to lease these out.
  • Point of interest: Just some fun/notable scenery
  • Combination: These come in three sizes, a single room/location, a small location (like a 5 room setup), and a large location (which will probably have to be pre-planned)

So now I know what I’m making, and how I’m making it. It’s time to stop procrastinating and eat this elephant. So next time I’ll have a layer roughed out and we’ll go from there. Wish me luck!

Categories: Game Theory & Design

ARREA-Systems: Queue email

Planet Drupal - 14 July 2019 - 8:51pm
Queue email Arrea Systems Mon, 07/15/2019 - 11:51


When sending email from your application, using queuing process can reduce the application response time and increase speed.

By sending the message to queue instead of sending directly at the end of server response, you may achieve better user experience. Once messages are in queue, you just need a scheduled cron task to initiate scheduled email sending.

How ?

Queuing is simple in Drupal 8

Categories: Drupal

Video Game Deep Cuts: Switch Lite-s Up, 2019's Best Games So Far

Social/Online Games - Gamasutra - 14 July 2019 - 9:36am

This week's roundup includes a look at the Switch Lite announcement and Valve's experimental discovery mechanisms, as well as some picks on 2019's best games so far, Dragon Quest Builders 2, & more. ...

Categories: Game Theory & Design

Video Game Deep Cuts: Switch Lite-s Up, 2019's Best Games So Far - by Simon Carless Blogs - 14 July 2019 - 8:22am
This week's roundup includes a look at the Switch Lite announcement and Valve's experimental discovery mechanisms, as well as some picks on 2019's best games so far, indie pinball innovation, Dragon Quest Builders 2, and a bunch more besides.
Categories: Game Theory & Design

Fashion in Games: Why It Matters - by Victoria Tran Blogs - 14 July 2019 - 6:03am
Fashion in games is one of the most downplayed parts of the medium, yet it provides a sense of immersion, comfort and identity in their characters while simultaneously empowering gamers of all kinds. Let's talk about it.
Categories: Game Theory & Design


New Drupal Modules - 14 July 2019 - 2:16am
Categories: Drupal

Draggable Reference

New Drupal Modules - 13 July 2019 - 7:37am
Categories: Drupal


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