Newsfeeds

OSTraining: We Have Answers to Questions About Drupal 7, 8, and 9

Planet Drupal - 17 September 2018 - 11:19am

Let me give credit where credit is due. The Drupal community have transformed the way it works in 2018.

In years gone by, Drupal was not a very well-organized project. Everything was done in a stereotypically "open source" way with loose roadmaps and vague planning. The apex of this was the development of Drupal 8 which dragged on for over 5 years.

About 18 months ago, I wrote a post "When is Drupal 7 End-of-Life?" Unfortunately, no-one knew the answer. The deeper I looked, the more messy and confusing Drupal's plans became. The release cycles for Drupal 7, 8 and 9 were all vague and undefined.

Categories: Drupal

Washington State and 15 countries team up over video game gambling concerns

Social/Online Games - Gamasutra - 17 September 2018 - 11:13am

The squad of sixteen regulators has signed a declaration over growing concerns with the overlap between gambling and video games through things like loot boxes and skin betting. ...

Categories: Game Theory & Design

Existing Values Autocomplete Widget

New Drupal Modules - 17 September 2018 - 10:58am

This module provides an autocomplete widget for text fields that suggests all existing (previously entered) values for that field. This provides more flexibility than "allowed values" for the content editor to add new values. At that same time it is simpler in many cases than creating a taxonomy vocabulary (no hierarchies, no separate system, no permissions headaches, no rendered pages per term).

Categories: Drupal

Client Config Care

New Drupal Modules - 17 September 2018 - 7:03am
INTRODUCTION

The Client Config Care module was introduced to speed up live site deployments by not overwriting configuration changes made by editors with config editing permissions, e.g. changes on blocks or menus.

Categories: Drupal

Committing career suicide, telling true stories about game development - by Larry Charles

Gamasutra.com Blogs - 17 September 2018 - 6:20am
Why I left my AAA game development job and what about that experience forced my hand to start Game Dev Unchained, an honest and unfiltered game development podacast exposing the true stories of game development for game developers.
Categories: Game Theory & Design

Kliuless? Gaming Industry ICYMI #3 - by Kenneth Liu

Gamasutra.com Blogs - 17 September 2018 - 6:19am
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Categories: Game Theory & Design

Pathfinder Playtest Review, Part 1

Gnome Stew - 17 September 2018 - 5:00am

The big news from the Paizo arena is, of course, their Pathfinder Playtest. I picked up a copy of the physical rulebook at my FLGS about a month ago with the intent of writing a review. Guess what? This is that review. Normally, I have a system for my reviews of RPG products, but I’m going to set that aside for this effort since the book is bigger than simply cover art, mechanics, prose, layout, and interior art. This review will be split up over the course of multiple articles because of the in-depth nature of the playtest book.

If you’re interested in reading along with me during the review, you can pick up the free PDF of the playtest rulebook at Paizo’s site:

The book is split up into twelve different sections:

  1. Overview
  2. Ancestry
  3. Classes
  4. Skills
  5. Feats
  6. Equipment
  7. Spells
  8. Advancement and Options
  9. Playing the Game
  10. Game Mastering
  11. Treasure
  12. Appendices

In this segment of the review, I’ll be covering Overview through Classes. The rest of the book will follow in other articles.

Overview What is a Roleplaying Game?  The “Gaming is for All” segment speaks very well to the fact that each player is different. 
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The Overview section starts with the typical “What is a Roleplaying Game?” segment, but Paizo does a fine job in this section. It covers more than the typical basics of players, characters, game masters, collaborative storytelling, and other things found in these types of entries. It’s a great introduction to RPGs for new players as well as a solid reminder to veteran players and GMs why they are at the table and how to comport themselves while gaming.

The section here that impressed me the most was the “Gaming is for All” part where Paizo dives into responsibilities as a player and GM at the table. It’s not just “pay attention” or “know the rules.” As a matter of fact, these aren’t even mentioned. The “Gaming is for All” segment speaks very well to the fact that each player comes from a different background, culture, family, environment, and so on that influences how they play. No player (or the GM) should contribute to behavior (in or out of character) that promotes or reinforces racism, bigotry, hatred, or any other form of action that can offend, make someone uncomfortable, or that will drive someone from the hobby. These are strong statements, and I feel they need to be said.

The book also states that no one at the table (especially the GM) should allow this kind of behavior to exist at the table. I’m very happy Paizo included these segments. Also, for the first time in a major publication, I now see reference to a social contract (search in the upper right corner for this phrase for multiple Gnome Stew articles on this topic).

Basic Concepts

This section explains things in very clear terms. There are quite a few core changes to a familiar product, and having these Basic Concepts explained up front helped me wrap my head around things that I’ve known in my heart for the past nine years. It set me up to adjust how I see the rules for the new version of Pathfinder, and it also was a great introduction to the basics of the rules for those new to Pathfinder.

Activities

To help simplify the game, the overview gives three options for activities a PC can take during a single round. These are Actions, Reactions, and Free Actions. Each PC gets 3 Actions and 1 Reaction per round. Some activities may consume more than 1 Action, so while this sounds like quite a few things going on in a round, I doubt it’ll be quite as crazy as first impressions give. To be honest, it feels like it’s simplified things, so it will be (I hope) easier to avoid analysis paralysis that some players (and GMs) go through when presented with all of the options available to a higher-level character.

Key Terms

The Key Terms section runs through an alphabetical list of terms that constitute the core of the game with clear summations of what the terms mean to players and to the game. Again, this section helped me mentally point out to myself where the game is changing from the first edition.

Character Creation

The character creation overview section did leave me a little lost. While page numbers were listed to refer to the more in-depth rule explanations, I found myself flipping around the book to excess. There are only nine major steps to character creation, but each of those nine expand out considerably with sub-steps and references. The sample character sheet on page 11 calls out the various places you have to fill out. There are 27 different things to go through. This is on par with the first edition of Pathfinder, and many editions of D&D, so I don’t feel it’s too much to handle. However, I felt like there could be a little more explanation of each of the nine steps in the Overview section of the book. This could have prevented the flipping around the book like I did. Of course, I’m comparing this experience to what I do with the current version of Pathfinder, which I know well enough to be able to skip over sections I don’t need and get directly to the meat of where I need to read for the character choices I’ve made. I suspect I can get comfortable enough with the new version to do this as well.

Ability Scores  Rolling for ability scores is now optional! Share1Tweet1+11Reddit1Email

Here is a doozy of a change! Rolling for ability scores is now optional! You read that right. The core mechanic of developing your character’s six main abilities (which haven’t changed in this edition), is now an additive system. Everyone starts with a base 10 in each ability. Then the player will subtract or add (mostly add) 2 points to specific abilities depending on their choices in ancestry, class, background, and so on. There are quite a few options in there that are “Free boost” where the player can pick which ability to add their 2 points to. This means that every “elf ranger” won’t end up with the same ability scores. One thing I love about their changes is that no single ability can be above 18 at first level. They can creep above that threshold at higher levels, but not to start the game with. This helps prevent a considerable amount of min/max building for starting characters that is possible with decent die rolls and munchkin builds in the current version of Pathfinder. Their two side-by-side examples of generating ability scores in the playtest were very clear and illuminated the process very well.

An Aside: Alignment  I feel leaving alignment in the game is a missed opportunity for Paizo to do something better in this area. Share1Tweet1+11Reddit1Email

As you can already tell, there are quite a few changes to how things are approached in this version. Unfortunately (in my opinion), alignment remains attached to Pathfinder. I had hoped with this new version that Paizo would take advantage of the shifts and ditch this outdated, often ignored, and clunky method of determining a moral base for characters. I feel leaving alignment in the game is a missed opportunity for Paizo to do something better in this area.

Another Aside: Hit Points

A very clear change to the game is that rolling for hit points at each level is now a thing of the past. Instead, each character starts with a base amount for the chosen ancestry, adds some more hit points based on the chosen class, and then adds more hit points with each level taken. Maybe I’m just being a grumpy grognard here, but I feel like this is a violation of the spirit of Pathfinder’s storied history. Few die rolls are more important (or thrilling) than the vaunted “roll your hit points” moment. Then again, it always sucks to roll a natural 1 in those times, so I guess I can get used to the steady increase in hit points.

Ancestry

You’ll notice so far that I’ve not used the word “race” within this article to describe a character option. That’s because Paizo has taken the correct forward step to remove this off-putting, charged, and insensitive word to rest in their game materials. From here on out, Paizo will be using Ancestry as the overarching label for dwarves, elves, humans, etc. Hats off to Paizo for doing the right thing for the members of our community.

I’m not going to do a blow-by-blow of each ancestry presented in the book. That would probably be an article unto itself, and I’d rather not have this series of reviews run on until the actual game comes out.

 Hats off to Paizo for doing the right thing for the members of our community. Share1Tweet1+11Reddit1Email

Each ancestry (except for humans, oh those complex humans) is covered by a two-page spread. There are ancestral feats only available to the specifically listed ancestries. Most of them are options at first level, but some can only be taken at fifth (or higher) level. The samples in the book include many first level options and only a few fifth level options. There are none for levels higher than that, so I am assuming the final product (which will most likely be larger than the 427-page playtest book) will have these options. Of course, expansion and splat books will expand these lists considerably. One addition is a “heritage” feat, which can only be taken at first level. These heritage feats help establish some core principles of the character, and are, quite honestly, pretty cool. I like these inclusions.

Before I move on from ancestries, I want to point out that goblins are in as an officially playable ancestry. This, as you can probably tell, makes me happy. These plucky little fellows have been fodder and mooks for way too long. I’m not surprised that Paizo made this move based on the wide variety of goblin-centric products they’ve released over the years.

Unfortunately, I have something in the ancestries that makes me sad. Half-orcs and half-elves are now just specific types of humans, and a feat has to be used to gain access to the orc or elf ancestry goodies at a later level. I’m not sure I like this change because it’s going to reduce the number of players playing these ancestries. This removes some diversity from the gaming gene pool, and I’m not entirely convinced this is a good thing. Perhaps things will be adjusted in the final version that’s not apparent in the playtest book that will make this a good decision from Paizo.

Backgrounds

Paizo included a brief list (two pages worth) of backgrounds to pick from during character generation. I really hope they expand upon this list. What they have is pretty solid, but I can see players clamoring for more options, and we GMs will have to deliver. These backgrounds are used to tweak characters, make them unique, and boost abilities, feats, and skills. I love the inclusion of these types of things in modern RPGs, and Paizo has a good start here. (As a note: I really want to play someone who has a Barkeep background now.)

Languages

Everything in here is pretty typical of what most players expect to find in this section based on the past 40+ years of roleplaying game publishing. However, Paizo has also included a section on sign language. This is pretty cool. It’s a great description of sign language, how it impacts the game, and how it can be used. I love that they’ve acknowledged not everyone has the ability to speak or hear, thus increases the inclusivity of their game another notch.

Classes

As with ancestries, I’m not going to do a deep dive into each class. That would also be an entire article unto itself. The most interesting change here is the addition of the alchemist as a playable class to the core list. All of the usual classes players are used to finding are still in the book, so don’t fret that your favorite core class won’t exist until the proper expansion book is published.

Each class, like with the ancestries, gets certain base abilities automatically, then there is a list of feats to choose from at the various levels as the character advances. Because of the vast number of combinations going on here (ancestries, ancestral feats, backgrounds, classes, and class feats), I can see character creation and leveling up taking some time because of the inclination to want to pick the best thing for a character. This will up the levels of analysis paralysis in many players, so be warned. This will only become worse as more content is added to this version of the game.

Having said this, I don’t think this is a bad thing. I love many options to pick from. This allows me, as a player, to play a cleric in back-to-back campaigns, but without playing the same cleric both times. This makes me happy, but I still felt the need to point out the possible issue with so many choices laid out before the players.

(I know I said I wouldn’t do a deep dive into the classes, but I have my eye on a monk character for my first Pathfinder Playtest character class. Combine that with the Barkeep background? Hrmm… I wonder how a goblin monk who used to be a barkeep would work out?)

Aside, the Third: Feats  I recommend Paizo do a massive search/replace for “feat” and drop in the word “talent” because that feels like a more accurate descriptor for what these are in this book. Share1Tweet1+11Reddit1Email

I seem to be mentioning feats quite a bit here. Right? Yeah. I am. That’s because almost every power, ability, spell, trick, or effort is based on a feat. There are quite a few to pick from. While Paizo chose to continue the use of the word “feat,” I suspect the re-use of that label will lead to some false assumptions in the players between the editions. These are not the same power level of feats found in D&D 3.0 through D&D 3.5 and into Pathfinder. The Pathfinder Playtest feats could have been relabeled to avoid confusion. I recommend Paizo do a massive search/replace for “feat” and drop in the word “talent” because that feels like a more accurate descriptor for what these are in this book.

Yet Another Aside: Deities and Domains

One thing I dislike about the first edition Pathfinder core rulebook was the fact that information about the Golarion deities and domains was jammed into the cleric class section. I can see the decision behind this, but in a world where the deities can directly impact life in more than the spiritual sense, there will be more believers and worshippers. This includes non-clerics. I feel like the descriptions and summaries of the deities deserves its own sub-section within the book, not a sidebar for clerics. Unfortunately, Paizo made the same decision here. I’d love to see more pages dedicated to their deities (like they did with the Key Terms section). Of course, not everyone is going to use Golarion in their games at home, but since the defaults of Pathfinder assume Golarion it’s safe to dedicate more paper and ink to the deities.

For the domains in the cleric section, I love the list here. It feels comprehensive, expanded, and with more cool options for the multitude of those that wield holy (and unholy) powers.

Conclusion, For Now

Overall, I’m pretty happy with what I see up through the Classes section of the book. I hope this review has been helpful to you if you’re on the fence about downloading the PDF (or buying the book). Up next, I’ll dive into Skills, Feats, and Equipment. If word count for the next section allows, I’ll also briefly cover the Spells section, but without doing a deep dive into each spell.

Categories: Game Theory & Design

State of Drupal presentation (September 2018)

Dries Buytaert - 17 September 2018 - 1:08am

Last week, nearly 1,000 Drupalists gathered in Darmstadt, Germany for Drupal Europe. In good tradition, I presented my State of Drupal keynote. You can watch a recording of my keynote (starting at 4:38) or download a copy of my slides (37 MB).



Drupal 8 continues to mature

I started my keynote by highlighting this month's Drupal 8.6.0 release. Drupal 8.6 marks the sixth consecutive Drupal 8 release that has been delivered on time. Compared to one year ago, we have 46 percent more stable Drupal 8 modules. We also have 10 percent more contributors are working on Drupal 8 Core in comparison to last year. All of these milestones indicate that the Drupal 8 is healthy and growing.

Next, I gave an update on our strategic initiatives:

Make Drupal better for content creators © Paul Johnson

The expectations of content creators are changing. For Drupal to be successful, we have to continue to deliver on their needs by providing more powerful content management tools, in addition to delivering simplicity though drag-and-drop functionality, WYSIWYG, and more.

With the release of Drupal 8.6, we have added new functionality for content creators by making improvements to the Media, Workflow, Layout and Out-of-the-Box initiatives. I showed a demo video to demonstrate how all of these new features not only make content authoring easier, but more powerful:



We also need to improve the content authoring experience through a modern administration user interface. We have been working on a new administration UI using React. I showed a video of our latest prototype:





Extended security coverage for Drupal 8 minor releases

I announced an update to Drupal 8's security policy. To date, site owners had one month after a new minor Drupal 8 release to upgrade their sites before losing their security updates. Going forward, Drupal 8 site owners have 6 months to upgrade between minor releases. This extra time should give site owners flexibility to plan, prepare and test minor security updates. For more information, check out my recent blog post.

Make Drupal better for evaluators

One of the most significant updates since DrupalCon Nashville is Drupal's improved evaluator experience. The time required to get a Drupal site up and running has decreased from more than 15 minutes to less than two minutes and from 20 clicks to 3. This is a big accomplishment. You can read more about it in my recent blog post.



Promote Drupal

After launching Promote Drupal at DrupalCon Nashville, we hit the ground running with this initiative and successfully published a community press release for the release of Drupal 8.6, which was also translated into multiple languages. Much more is underway, including building a brand book, marketing collaboration space on Drupal.org, and a Drupal pitch deck.

The Drupal 9 roadmap and a plan to end-of-life Drupal 7 and Drupal 8

To keep Drupal modern, maintainable, and performant, we need to stay on secure, supported versions of Drupal 8's third-party dependencies. This means we need to end-of-life Drupal 8 with Symfony 3's end-of-life. As a result, I announced that:

  1. Drupal 8 will be end-of-life by November 2021.
  2. Drupal 9 will be released in 2020, and it will be an easy upgrade.

Historically, our policy has been to only support two major versions of Drupal; Drupal 7 would ordinarily reach end of life when Drupal 9 is released. Because a large number of sites might still be using Drupal 7 by 2020, we have decided to extend support of Drupal 7 until November 2021.

For those interested, I published a blog post that further explains this.

Adopt GitLab on Drupal.org

Finally, the Drupal Association is working to integrate GitLab with Drupal.org. GitLab will provide support for "merge requests", which means contributing to Drupal will feel more familiar to the broader audience of open source contributors who learned their skills in the post-patch era. Some of GitLab's tools, such as inline editing and web-based code review, will also lower the barrier to contribution, and should help us grow both the number of contributions and contributors on Drupal.org.

To see an exciting preview of Drupal.org's gitlab integration, watch the video below:

Thank you

Our community has a lot to be proud of, and this progress is the result of thousands of people collaborating and working together. It's pretty amazing! The power of our community isn't just visible in minor releases or a number of stable modules. It was also felt at this very conference, as many volunteers gave their weekends and evenings to help organize Drupal Europe in the absence of a DrupalCon Europe organized by the Drupal Association. From code to community, the Drupal project is making an incredible impact. I look forward to celebrating our community's work and friendships at future Drupal conferences.

Categories: Drupal

Dries Buytaert: State of Drupal presentation (September 2018)

Planet Drupal - 17 September 2018 - 1:08am

Last week, nearly 1,000 Drupalists gathered in Darmstadt, Germany for Drupal Europe. In good tradition, I presented my State of Drupal keynote. You can watch a recording of my keynote (starting at 4:38) or download a copy of my slides (37 MB).



Drupal 8 continues to mature

I started my keynote by highlighting this month's Drupal 8.6.0 release. Drupal 8.6 marks the sixth consecutive Drupal 8 release that has been delivered on time. Compared to one year ago, we have 46 percent more stable Drupal 8 modules. We also have 10 percent more contributors are working on Drupal 8 Core in comparison to last year. All of these milestones indicate that the Drupal 8 is healthy and growing.

Next, I gave an update on our strategic initiatives:

Make Drupal better for content creators © Paul Johnson

The expectations of content creators are changing. For Drupal to be successful, we have to continue to deliver on their needs by providing more powerful content management tools, in addition to delivering simplicity though drag-and-drop functionality, WYSIWYG, and more.

With the release of Drupal 8.6, we have added new functionality for content creators by making improvements to the Media, Workflow, Layout and Out-of-the-Box initiatives. I showed a demo video to demonstrate how all of these new features not only make content authoring easier, but more powerful:



We also need to improve the content authoring experience through a modern administration user interface. We have been working on a new administration UI using React. I showed a video of our latest prototype:





Extended security coverage for Drupal 8 minor releases

I announced an update to Drupal 8's security policy. To date, site owners had one month after a new minor Drupal 8 release to upgrade their sites before losing their security updates. Going forward, Drupal 8 site owners have 6 months to upgrade between minor releases. This extra time should give site owners flexibility to plan, prepare and test minor security updates. For more information, check out my recent blog post.

Make Drupal better for evaluators

One of the most significant updates since DrupalCon Nashville is Drupal's improved evaluator experience. The time required to get a Drupal site up and running has decreased from more than 15 minutes to less than two minutes and from 20 clicks to 3. This is a big accomplishment. You can read more about it in my recent blog post.



Promote Drupal

After launching Promote Drupal at DrupalCon Nashville, we hit the ground running with this initiative and successfully published a community press release for the release of Drupal 8.6, which was also translated into multiple languages. Much more is underway, including building a brand book, marketing collaboration space on Drupal.org, and a Drupal pitch deck.

The Drupal 9 roadmap and a plan to end-of-life Drupal 7 and Drupal 8

To keep Drupal modern, maintainable, and performant, we need to stay on secure, supported versions of Drupal 8's third-party dependencies. This means we need to end-of-life Drupal 8 with Symfony 3's end-of-life. As a result, I announced that:

  1. Drupal 8 will be end-of-life by November 2021.
  2. Drupal 9 will be released in 2020, and it will be an easy upgrade.

Historically, our policy has been to only support two major versions of Drupal; Drupal 7 would ordinarily reach end of life when Drupal 9 is released. Because a large number of sites might still be using Drupal 7 by 2020, we have decided to extend support of Drupal 7 until November 2021.

For those interested, I published a blog post that further explains this.

Adopt GitLab on Drupal.org

Finally, the Drupal Association is working to integrate GitLab with Drupal.org. GitLab will provide support for "merge requests", which means contributing to Drupal will feel more familiar to the broader audience of open source contributors who learned their skills in the post-patch era. Some of GitLab's tools, such as inline editing and web-based code review, will also lower the barrier to contribution, and should help us grow both the number of contributions and contributors on Drupal.org.

To see an exciting preview of Drupal.org's gitlab integration, watch the video below:

Thank you

Our community has a lot to be proud of, and this progress is the result of thousands of people collaborating and working together. It's pretty amazing! The power of our community isn't just visible in minor releases or a number of stable modules. It was also felt at this very conference, as many volunteers gave their weekends and evenings to help organize Drupal Europe in the absence of a DrupalCon Europe organized by the Drupal Association. From code to community, the Drupal project is making an incredible impact. I look forward to continuing to celebrate our European community's work and friendships at future Drupal conferences.

Categories: Drupal

External Logging

New Drupal Modules - 17 September 2018 - 1:01am

The External logging (extlog) module monitors your system, capturing system events and sends them to a remote log server.

Like dblog or syslog this module allows to record events containing usage and performance data, errors, warnings, and similar operational information.

Main features are:

  • Configure different remote servers, like LOCAL, DEV, TEST and LIVE
  • Define rules to select which events should be sent to the logging server
Categories: Drupal

Amazee Labs: This was Drupal Europe 2018

Planet Drupal - 17 September 2018 - 12:13am
This was Drupal Europe 2018

So here we are, post-Drupal Europe 2018. Talks have been given, BOFs attended, way too much coffee and cake have been consumed, and now I’m tasked with summarizing the whole thing.

Blaize Kaye Mon, 09/17/2018 - 09:13

The problem faced by anyone attempting to wrap up the whole of an event as momentous as Drupal Europe is that you have two options. On the one hand, you can give a fairly anemic bullet-point summary of what happened and when. The advantage of approaching a summary like this is that everyone who was at Drupal Europe 2018 can look at the list and agree that, “yes, this is indeed what happened”.
Fair enough. Maybe that would be a better blog?

But that’s not quite what I’m going to be doing since (as you’ll find in the links below) my colleagues have done a stellar job of actually covering each day of Drupal Europe in their own blogs. What I’m going to do, rather, is tell you about my Drupal Europe. And my Drupal Europe was far less about talks and BOFs (and coffee and cake) than it was about the people in the Amazee Group and the Drupal community in general.

Reasons to get off the Island

For background, I live in a smallish town (we have a mall and everything) down here on the South of the North Island in New Zealand. Getting myself to Darmstadt involved nearly 30 hours in those metal torture tubes we commonly call “airplanes”. Under most circumstances I’d avoid this kind of travel, but Drupal Europe was an exception because it presented me with the one opportunity I had this year to spend time with and around my teammates in Amazee Labs Global Maintenance specifically, and the rest of the Amazees at the conference in general.

I came to Drupal Europe in order to have the kind of high-bandwidth conversations that (very) remote work almost never allows. It allowed me to meet some of my colleagues in person for the first time, in some cases people who I’ve been speaking and interacting with online for more than a year. Outside of the hours of strategic meetings we all had, it was a joy spending time sharing screens IRL and looking at code, eating kebab (so much kebab), and (wherever we could) doing a bit of real work in-between.

And while my reason to get off my island was really my colleagues at Amazee -- being present, alongside, and with them -- the importance of the wider Drupal community is not lost on me and attending Drupal Europe highlighted to me, once again, just how special that community is.

We’re hiring, by the way.

In her deeply moving talk about her journey from being a freelancer to being the Head of Operations for ALGM, Inky mentioned the principle of Ubuntu. This ethical and metaphysical principle is often rendered in English as “I am because we are”. In one interpretation, at least, it suggests that our existence as individuals is inextricably intertwined with the existence of others. I think that something like Ubuntu is true of both Amazee and the wider Drupal community.

What makes Amazee special is the remarkable individuals that comprise it, indeed, I doubt I would’ve been as enthusiastic as I was to travel so far if they weren’t remarkable individuals. But I have to wonder whether those individuals would shine quite as brightly in any other company? Amazee gives us the space to be the best we can be and whatever shine we have as individuals makes Amazee glow that much brighter.
Zooming out a little, Amazee, as an organization, would not exist as it does without the wider Drupal community. And the Drupal community would be poorer, at least in my opinion, without the work that Amazee does.

It’s circles within circles within circles, each strengthening the other.

Showing your work.

This was a theme in the Amazee talks at Drupal Europe. Stew and Fran, in their discussion of Handy modules for building and maintaining sites ended things off with a note encouraging everyone who manages to solve a Drupal problem to consider how they might contribute it to the wider community. Indeed, Basti made this the theme of his entire talk, discussing the benefits of open sourcing your work and the material advantages the IO team has experienced by open sourcing their platform, Lagoon. And in terms of open sourcing code, Stew’s talk on Paragraphs has already lead to the creation of a brand new Drupal.org module from an internal Amazee project. Is this an example of upcycling, hmm, Joseph?

Stew and Inky, showing their work.We’re off the Island now, time to go farther.

Speaking of circles, in some respects the move in the Drupal community in the past few years has been to expand our circles even further into the wider programming communities. Drupal 8 adopted much “external” code from the supporting PHP communities. But to some extent, we’re moving even further away from the Drupal island than simply playing-nicely with the PHP community. Decoupling Drupal, a major research topic right now, is at least in part about getting Drupal to be less monolithic, for it to serve content to systems and in contexts that aren’t necessarily Drupal specific. It’s no exaggeration to say that Amazee is ahead on the curve on this, as was evidenced by Michael and Philipps' talks. Michael discussed the “implications, risks, and changes” that come from adopting a decoupled approach, while Philipp simply dazzled a packed room with his demonstration of staged decoupling with GraphQL integration into Twig.

This was Drupal Europe.

This was Drupal Europe. Not just talks, or coffee, or BOFs, or the (delicious) lunches. Rather, it was the opportunity to really dive in, experience, and behold the interlocking circles of individuals, friends, companies, and community that holds this sprawling structure we call the Drupal ecosystem in place. To get a sense where we are and where we’re going.

 

Previous Drupal Europe Blogs

 

Categories: Drupal

Fuzzy Thinking: Fighter vs Wizard

RPGNet - 17 September 2018 - 12:00am
Fuzzy spells.
Categories: Game Theory & Design

Advanced Designers & Dragons: Designers & Dragons Next — Wizards of the Coast: 2011-Present

RPGNet - 17 September 2018 - 12:00am
How Wizards of the Coast produced D&D 5E and what happened afterward.
Categories: Game Theory & Design

Linkychecker

New Drupal Modules - 16 September 2018 - 7:54pm
Categories: Drupal

Choice CMS

New Drupal Modules - 16 September 2018 - 5:57pm

The Quantcast Choice plugin implements the Quantcast Choice GDPR Consent Tool – Consumer Demo.

IAB Europe announced a technical standard to support the digital advertising ecosystem in meeting the General Data Protection Regulation (GDPR) consumer consent requirements. This provides an implementation of that framework.

Categories: Drupal

Aegir Dispatch: These are the people in your Drupalverse...

Planet Drupal - 16 September 2018 - 5:00pm
In honor of DrupalEurope and all the earlier DrupalCon’s we’ve thrown together a quick Drupal 8 site that tracks all the songs covered in the DrupalCon prenote! sessions. Thanks to all those who came to the stage to wake us up before the Driesnotes. Come and sing along at DrupalSongs.org.
Categories: Drupal

Out & About On The Third Rock: Being human, taking Open Source, Agile and Cloud beyond tech! at Drupal Europe

Planet Drupal - 16 September 2018 - 12:02pm
Privileged to be given the opportunity by organisers at Drupal Europe to share Peace Through Prosperity‘s journey with the Drupal community. Thank you! This was the third rendition of this talk since 2015, and in this time our charity, our work, progress of … Continue reading →
Categories: Drupal

Video Game Deep Cuts: Destiny Forsaken, Remake Uncredited - by Simon Carless

Gamasutra.com Blogs - 16 September 2018 - 5:32am
This week's highlights include a look at Destiny 2's Forsaken expansion, an investigation of how game credits are handled for remasters, & lots more besides.
Categories: Game Theory & Design

Queue Throttle

New Drupal Modules - 16 September 2018 - 3:22am

Allows one to adapt queues to be throttled whilst processing. This can be handy when for example your queue is consuming a third party rate limited API.

Marking a queue for throttled processing, will disable it from running on the default cron. Set up a new cron job to schedule throttled queue processing, or manually run the drush command:

drush queue-throttle (Support for both drush 8 and 9)

Categories: Drupal

Lucius Digital: 19 Cool Drupal modules | September 2018

Planet Drupal - 16 September 2018 - 1:29am
'There's a module for that', this applies to many use cases with Drupal. What is not possible with modules we develop tailor-made instead. But because customization is costly, it is good to keep abreast of the available modules.
Categories: Drupal

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