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Drupal Modules: The One Percent: Drupal Modules: The One Percent — Delete all (video tutorial)

Planet Drupal - 13 November 2018 - 7:20am
Drupal Modules: The One Percent — Delete all (video tutorial) NonProfit Tue, 11/13/2018 - 09:20 Episode 52

Here is where we bring awareness to Drupal modules running on less than 1% of reporting sites. Today we'll investigate Delete all, a module which facilitates deleting users and/or content en masse.

Categories: Drupal

Social Media: The Double-Edged Sword of Community Engagement - by Taylor Russo

Gamasutra.com Blogs - 13 November 2018 - 7:19am
It comes as no surprise that the recent insights into the misuse of user data makes us all a little worried about what information we give and what we post. However, what happens when developers need to use social media as a direct line to their audience?
Categories: Game Theory & Design

Content Export YAML

New Drupal Modules - 13 November 2018 - 5:56am

For Export Content To YAML file and import To Database. 8.x-1.1 is not support Image export.
Add PATH CONTENT here : /admin/config/content_export_yaml/contentexportsetting.

Drush command available list :

EXPORT
  1. - For export all
  2. drush cex-node [bundle] all
    for example : drush cex-node article all

  3. - For export single
  4. drush cim-node [bundle] [filename]
    for example : drush cex-node article 23

Categories: Drupal

Tachyon Squadron Review

Gnome Stew - 13 November 2018 - 5:00am

I was extremely young when my family took me to see Star Wars at the drive-in, and there were a lot of details I didn’t remember until years later when I viewed the movie again on HBO–but I remembered Luke flying in his X-Wing. A year later, with slightly better cognitive functions, I was fascinated by Battlestar Galactica and the starfighter combat between the Colonial Vipers and the Cylon Raiders.

 Did I outgrow my love of starfighters when I got older? Not if the hours I spent playing TIE Fighter, Freelancer, or Rogue Squadron are any indication. Even today, my favorite part of Star Wars Battlefront 2 is the starfighter missions.

 Tachyon Squadron is a supplement for Fate Core that focuses on playing military science fiction campaigns that center on a starfighter squadron and the pilots of that squadron. 

Sizing up the Spaceframe

 This review is based both on the PDF version of the product, and the hardcover release. Tachyon Squadron is a 184-page product, with a four-page index, two-page quick reference sheet, a ship sheet, and a character sheet in the back.

The physical book is a digest-sized hardcover, similar to other Evil Hat releases. It is a full-color book, with numerous line art illustrations of pilots, starfighters, and capital ships. Formatting is similar to other Fate releases, with clear headers, call-out boxes, and very easy to digest pages of information.

Tachyon Squadron and Creating a Pilot

There is a brief five-page introduction to explain the style of science fiction that Tachyon Squadron is emulating. It’s a has a strongly military flavored sci-fi feel, and features humans skirmishing with other humans, rather than dealing with alien threats. Adversaries will include pirates and oppressive regimes, and FTL and artificial gravity technology exists without too many details. There is also a quick callout box to explain how the Fate rules are used and modified for the setting.

Creating a pilot delves into some of those ways in which the setting utilizes and modifies the Fate rules. While creating a character will look familiar to anyone that has spent some time with the Fate Core rulebook, there are a few key differences.

  • You don’t just need a name, you need a callsign
  • You don’t have a Trouble aspect, you have a decompression aspect
  • You get two personal stunts and a gear stunt–the gear stunt representing a special piece of equipment you have available to your character

There are example names and callsigns, as well as some archetypical skill assignment arrays. There are sidebars discussing player safety when it comes to exploring decompression aspects, as well as some guidance on how disability isn’t a limiting factor to fighter pilots in the setting.

Unlike a standard game of Fate, in Tachyon Squadron, the Trouble aspect is, instead, replaced with the decompression aspect. This aspect is split between a positive means that the pilot can decompress, and a negative means. The only way a pilot recovers stress is to decompress. If they fail their check to decompress in a positive manner, they can always blow off steam in a less productive manner, which is likely to cause problems for them, now or in the future.

Skills and Stunts

The next section of the book delves into skills available in the setting, example stunts, and new rules for gear stunts that are introduced in this book.

Skills are broken up into the following groups:

  • Spacefaring Skills (Gunnery, Pilot, Tactics, Technology)
  • Action Skills (Athletics, Fight, Notice, Shoot, Sneak)
  • Social Skills (Discipline, Empathy, Investigate, Provoke, Rapport)

Those categories help to summarize the expected scenes that pilot characters will play through in the game, as they fly their ship, participate in ground-based missions, and interact with civilians and military personnel between starfighter missions.

Gear Stunts introduce some new rule interactions into Fate. These stunts represent equipment that a character has available on their missions, but they can allow characters to maximize a die in certain circumstances. Maximizing a die is just taking a die from the dice, after they have been rolled, and setting it to “+.” If multiple pieces of gear would both help, you may get to maximize more than one die, but you can never have more than two maximized on one roll.

While the Gear Stunts introduce ways in which characters can maximize their dice, this is also where the concept of minimizing dice is introduced. In some disadvantageous circumstances, characters may need to set a die from the rolled dice aside and set it to a “-.” Like maximized dice, you never need to minimize more than two dice in a single roll.

Engagements

The turn order in starfighter combat is resolved in a different manner than other Fate conflicts. The next chapter in the book explains how to run engagements, and what the phases look like.

Engagements have the following parts:

  • Detection
  • Maneuver
  • Action
  • End of Round

Detection involves using the technology skill to determine if both sides know how many fighters the other side has, and where those ships are. Maneuvering involves using the tactics skill to determine what order the ships take their actions. The action phase involves performing standard Fate actions using whatever skill is appropriate to the action. The end of round phase degrading the tactics score that was used to determine ship order, as well as being the phase of the engagement where ships that declared their intent to escape leave the scene.

At a brief pass, that all can sound a lot more complicated than a standard Fate conflict, but the maneuver chart included in the book helps to illustrate how the rules work, and the individual phases are very clearly explained.

Undetected ships can’t be attacked and can attack anyone in the fight. Other ships can only attack ships with their own tactics result or lower. A ship that attempts to bug out can be targeted by anyone, but if they make it to the End of Round phase, they escape the fight unscathed. There are undetected and special spots on the maneuver chart, and the special slot goes after everyone else. This is where capital ships take their actions in a fight.

Unlike a standard Fate conflict, in the action phase, players may take actions in Step 1 or Step 2 of the round, with some special actions taking both Step 1 and Step 2 slots. Some actions allow a pilot to reroll their tactics check to move up (or down) the chart, while others may allow a pilot to harass an opposing pilot to change their score and position on the chart. Characters can also do things like making emergency repairs or recovering ejected pilots.

Fighters have specific fighter sheets that show what happens when a given component takes damage. Enemy fighters might use full ship sheets, they may use simple damage rules, or they may be organized as flights (several fighters using simple rules, adding shifts to damage as they act as a unit), or as swarms.

Swarms are one of my favorite rules for adding a ton of fighters to a battle. They act as free invokes for other ships, and the aspect representing the swarm can be removed depending on the actions taken by the PCs on their turn. Nobody in a swarm is wearing a Corellian Bloodstripe.

The Galaxy and Combat Pilots at War

The next two sections detail what the galaxy looks like and what the pilots of Tachyon Squadron do on a day to day basis. There are various example planets and space stations, as well as explanations of the daily duty and routine of fighter pilots, and what various mission profiles look like.

In short, the galaxy was split between two big human empires, who were at war. The war came to an end, but a third group split from one of those empires and is now catching all kinds of heat from the less friendly of the two superpowers. Because the Draconis System is a new player in the galaxy, the fighter pilots of Tachyon Squadron are technically volunteer civilian contractors, waiting for the full-fledged Draconis military to get up and running.

This sets up the player characters as the underdogs in most fights, trying to cause enough hassle to their better funded and backed enemies to get them to back off, rather than trying to conquer or overthrow any empire on their own.

GMing Tachyon Squadron

The next section in the book starts off by presenting consistent, current, impending, and future issues for a typical Tachyon Squadron campaign. Consistent issues are thematically appropriate story beats for the whole campaign, current issues are the “starting” problems that the group will likely be taking on, impending issues are those that are ready to move into the forefront in the near future, and future issues are emerging long-term issues that surface once the PCs have had a chance to play with the setting for a while.

The chapter then moves into advice on how to structure engagements, with some example opposition for different types of missions of varying difficulty. There is advice on how to handle concessions in starship combat, as well as how to transition missions into “out of cockpit” encounters.

The chapter wraps up with examples of how to structure a campaign, with advice on how to determine the opposition’s objectives, and how many times the PCs can stymie them before they change tactics, and eventually start to turn the tide.

I’ve always been a big fan of games clearly presenting how they are intended to be played, and this chapter has a very clear set of examples not just for individual missions, but for how the beginning, middle, and end of a campaign should look. 

Ships to Fly and People to Meet and Example Player Characters

The next two chapters have statistics for spaceships, modular equipment, and characters that can be found in the setting. The example player characters can serve as examples, pre-generated characters, or NPCs if the players decide to make their own characters.

There are statistics for capital ships and fighters, and the opposition fighters have separate stat blocks for “regular” opposition and aces. The ships have aspects, skill ranks, and stunts, and the more detailed ships have lists of damaged components that can be used in a similar manner to minor consequences, with each damaged component having a special narrative effect, or causing certain rolls to be minimized.

NPCs and sample player characters are very diverse, including characters with various gender identities, sexualities, physical abilities. While I always appreciate an RPG setting that has that degree of diversity, it’s great to see actual examples of that diversity, rather than just seeing it stated in the higher-level descriptions of the setting. The commanding officers, other pilots, and civilian contacts your character runs into will reinforce that element of the setting. 

The Pirates of Kepler Valley and Defense of Arcosolari Kalamos

The next two sections of the book contain sample campaign arcs for the game. One campaign focuses on defending outposts and caravans from pirates while also fighting the Dominion, and the other revolves around a space station hub where the PCs may have to root out spies and Dominion sympathizers as well as flying starship missions.

To reinforce the idea that Tachyon Squadron doesn’t have unlimited resources and is fighting against a bigger, better-supplied force, the campaign setup section lays out what equipment the PCs can expect to have available to them when their own gear conks out, or when they need specialized tech for missions. There are also outlines of specific scenes that may come at pivotal moments in the campaign, and new NPCs and locations.

 If you have ever thrilled at starships shooting lasers at one another while dodging fire from capital ships, the text is going to hold your interest. Share4Tweet1+11Reddit1EmailInspirations and Influences

Inspirations and influences is a section of the book where various media that inspired the game can be found. One thing that interests me is that, the longer the RPG industry is around, the more diverse the inspirations become. In this instance, I’m not just referring to a broad range within certain media, but that influences now include tabletop games (including older RPGs) and video games.

Target Lock

Tachyon Squadron does a remarkable job of explaining exactly what it is trying to do and showing you how to achieve that goal using the rules and structure provided. Minimizing and maximizing dice are tools that may prove useful for modeling other thematic elements in future Fate games. The structure of starfighter engagement creates a procedure that feels like dogfighting without needing to track exact positioning, distance, and orientation. The diverse range of characters reinforces a setting element with substantive content.

Pull Up

One of the book’s strengths could also be a weakness–the procedure for engagements may be just a little bit too structured depending on the flavor of Fate you prefer. While it’s not hard to adapt, Tachyon Squadron defaults to gritty “everybody’s human” military science fiction, so if your love of starfighter combat involves lots of crazy ship types, alien co-pilots, and maybe space wizards, you may need to pull from other Fate sources to fill out your preferences.

Recommended–If the product fits in your broad area of gaming interests, you are likely to be happy with this purchase.

This product is a great example of using existing rules to reinforce the tropes of a genre. If you have ever thrilled at starships shooting lasers at one another while dodging fire from capital ships, the text is going to hold your interest. Even outside of Fate, the structure for creating tactical dogfights without using exact positioning is something you may want to check out.

Have you ever adapted an RPG to model your favorite starfighter video games? Do you have a preference on how to model tactical maneuvering between ships in a sci-fi game? How gritty do you like your military sci-fi? Let us know in the comments below. We’d love to hear from you!

Categories: Game Theory & Design

Commerce iPay88 payment Gateway

New Drupal Modules - 13 November 2018 - 12:49am

Integrates Drupal Commerce with IPay88 (Malaysia) payment gateway to allow payments through Credit Cards, PayPal, Maybank2U, CIMB Clicks, etc.

Features

  1. Choose the payment options to use from admin settings.
  2. Important: Make sure the payment option selected supports your website's currency.
  3. Recurring payment support.
  4. Re-query (re-check) for payment status with IPay88 server on cron run (disabled by default).

Installation

Categories: Drupal

Mapplic Maps

New Drupal Modules - 13 November 2018 - 12:16am

Mapplic Maps

Categories: Drupal

Specbee: The CMS Designed Exclusively for Professional Publishing

Planet Drupal - 12 November 2018 - 10:55pm

Digital evolution has taken the world of professional publishing by storm. However, this evolution brought along a whole new set of challenges that publishers are still trying to cope up with.

Categories: Drupal

Ubercart Paytm Integration

New Drupal Modules - 12 November 2018 - 8:48pm
Categories: Drupal

Twinesocial : Social Media Content Marketing Platform

New Drupal Modules - 12 November 2018 - 2:41pm

Display your social media content with the TwineSocial Drupal module by using hashtags and user content, in a beautiful and interactive view.
To get started activate TwineSocial module and then go to Configuration->TwineSocial setting page to setup your account.

Categories: Drupal

Netlify

New Drupal Modules - 12 November 2018 - 11:39am

Triggers build hook on Netlify for selected content-types when you save a node.

Categories: Drupal

Kanopi Studios: Easier Editing with the Drupal 8 Paragraphs Edit module

Planet Drupal - 12 November 2018 - 11:24am

The Paragraphs module in Drupal 8 allows us to break content creation into components.  This is helpful for applying styles, markup, and structured data, but can put a strain on content creators who are used to WYSIWYG editors that allow them to click buttons to add, edit, and style content.

The Drupal Paragraphs Edit module adds contextual links to paragraphs that give you the ability to  edit, delete and duplicate paragraphs from the front end, giving editors a quick, easy and visual way to manage their content components.

Installing

Install and enable the module as you normally would, it is a zero configuration module.  It works with Drupal core’s Contextual Links and/or Quick Links module. I did have to apply this patch to get the cloning/duplication functionality working though.

Editing

To use, visit a page and hover over your content area.  You will see an icon in the upper right corner of the Paragraphs component area.   

When you click the Edit option, you are taken to an admin screen where you can edit only that component.

Make your changes and click save to be taken back to the page.

In components that are nested, like the Bootstrap Paragraphs columns component, you will see one contextual link above the nested components.  If you click this, you will be taken to the edit screen where you can modify the parent, and the children.  That is the Columns component, and the 3 text components inside.

Duplicating/Cloning

The term that is used most often for making a copy of something in Drupal is to “Clone” it.  This is a little more complicated because it is technically complicated, but once you get the hang of it, it will become second nature.

Hover over a contextual link and click Clone.

On the edit screen, you are presented with a new Clone To section.  In this section you can choose where to send this clone to, whether that be a Page or a Paragraph.  In this example, I want to duplicate this component to the same page.

  • Type: Content
  • Bundle: Page
  • Parent: (The page you are on)
  • Field: (The same field on that page.)

You can also make any edits you want before saving.  For example, you could change the background color. Click save, and your new component will appear at the bottom of the page, with the new background color.

There are a bunch of possibilities with this way to duplicate components.  To clone to another page, change the Parent. To clone to a nested paragraph component, change the Type to Paragraphs and configure the settings you need.

Deleting

Deleting a component is as you’d expect.  Once you click delete, you are taken to a confirmation screen that asks you if you want to delete.

Conclusion

The Paragraphs Edit module is a simple and powerful tool that gets us a bit closer to inline editing and making our content creator’s lives easier and allows them to be more productive.  Give it a try on your next project and spread the word about this great little helper module!

The post Easier Editing with the Drupal 8 Paragraphs Edit module appeared first on Kanopi Studios.

Categories: Drupal

Drupal blog: Why Drupal's Layout Builder is so powerful and unique

Planet Drupal - 12 November 2018 - 10:53am

This blog has been re-posted and edited with permission from Dries Buytaert's blog. Please leave your comments on the original post.

Layout Builder, which will be in the next release of Drupal 8, is unique in that it can work with structured and unstructured content, and with templated and free-form pages.

Content authors want an easy-to-use page building experience; they want to create and design pages using drag-and-drop and WYSIWYG tools. For over a year the Drupal community has been working on a new Layout Builder, which is designed to bring this page building capability into Drupal core.

Drupal's upcoming Layout Builder is unique in offering a single, powerful visual design tool for the following three use cases:

  1. Layouts for templated content. The creation of "layout templates" that will be used to layout all instances of a specific content type (e.g. blog posts, product pages).
  2. Customizations to templated layouts. The ability to override these layout templates on a case-by-case basis (e.g. the ability to override the layout of a standardized product page)
  3. Custom pages. The creation of custom, one-off landing pages not tied to a content type or structured content (e.g. a single "About us" page).

Let's look at all three use cases in more detail to explain why we think this is extremely useful!

Use case 1: Layouts for templated content

For large sites with significant amounts of content it is important that the same types of content have a similar appearance.

A commerce site selling hundreds of different gift baskets with flower arrangements should have a similar layout for all gift baskets. For customers, this provides a consistent experience when browsing the gift baskets, making them easier to compare. For content authors, the templated approach means they don't have to worry about the appearance and layout of each new gift basket they enter on the site. They can be sure that once they have entered the price, description, and uploaded an image of the item, it will look good to the end user and similar to all other gift baskets on the site.

Drupal 8's new Layout Builder allows a site creator to visually create a layout template that will be used for each item of the same content type (e.g. a "gift basket layout" for the "gift basket" content type). This is possible because the Layout Builder benefits from Drupal's powerful "structured content" capabilities.

Many of Drupal's competitors don't allow such a templated approach to be designed in the browser. Their browser-based page builders only allow you to create a design for an individual page. When you want to create a layout that applies to all pages of a specific content type, it is usually not possible without a developer.

Use case 2: Customizations to templated layouts

While having a uniform look for all products of a particular type has many advantages, sometimes you may want to display one or more products in a slightly (or dramatically) different way.

Perhaps a customer recorded a video of giving their loved one one of the gift baskets, and that video has recently gone viral (because somehow it involved a puppy). If you only want to update one of the gift baskets with a video, it may not make sense to add an optional "highlighted video" field to all gift baskets.

Drupal 8's Layout Builder offers the ability to customize templated layouts on a case per case basis. In the "viral, puppy, gift basket" video example, this would allow a content creator to rearrange the layout for just that one gift basket, and put the viral video directly below the product image. In addition, the Layout Builder would allow the site to revert the layout to match all other gift baskets once the world has moved on to the next puppy video.

Since most content management systems don't allow you to visually design a layout pattern for certain types of structured content, they of course can't allow for this type of customization.

Use case 3: Custom pages (with unstructured content)

Of course, not everything is templated, and content authors often need to create one-off pages like an "About us" page or the website's homepage.

In addition to visually designing layout templates for different types of content, Drupal 8's Layout Builder can also be used to create these dynamic one-off custom pages. A content author can start with a blank page, design a layout, and start adding blocks. These blocks can contain videos, maps, text, a hero image, or custom-built widgets (e.g. a Drupal View showing a list of the ten most popular gift baskets). Blocks can expose configuration options to the content author. For instance, a hero block with an image and text may offer a setting to align the text left, right, or center. These settings can be configured directly from a sidebar.

In many other systems content authors are able to use drag-and-drop WYSIWYG tools to design these one-off pages. This type of tool is used in many projects and services such as Squarespace and the new Gutenberg Editor for WordPress (now available for Drupal, too!).

On large sites, the free-form page creation is almost certainly going to be a scalability, maintenance and governance challenge.

For smaller sites where there may not be many pages or content authors, these dynamic free-form page builders may work well, and the unrestricted creative freedom they provide might be very compelling. However, on larger sites, when you have hundreds of pages or dozens of content creators, a templated approach is going to be preferred.

When will Drupal's new Layout Builder be ready?

Drupal 8's Layout Builder is still a beta level experimental module, with 25 known open issues to be addressed prior to becoming stable. We're on track to complete this in time for Drupal 8.7's release in May 2019. If you are interested in increasing the likelihood of that, you can find out how to help on the Layout Initiative homepage.

An important note on accessibility

Accessibility is one of Drupal's core tenets, and building software that everyone can use is part of our core values and principles. A key part of bringing Layout Builder functionality to a "stable" state for production use will be ensuring that it passes our accessibility gate (Level AA conformance with WCAG and ATAG). This holds for both the authoring tool itself, as well as the markup that it generates. We take our commitment to accessibility seriously.

Impact on contributed modules and existing sites

Currently there a few methods in the Drupal module ecosystem for creating templated layouts and landing pages, including the Panels and Panelizer combination. We are currently working on a migration path for Panels/Panelizer to the Layout Builder.

The Paragraphs module currently can be used to solve several kinds of content authoring use-cases, including the creation of custom landing pages. It is still being determined how Paragraphs will work with the Layout Builder and/or if the Layout Builder will be used to control the layout of Paragraphs.

Conclusion

Drupal's upcoming Layout Builder is unique in that it supports multiple different use cases; from templated layouts that can be applied to dozens or hundreds of pieces of structured content, to designing custom one-off pages with unstructured content. The Layout Builder is even more powerful when used in conjunction with Drupal's other out-of-the-box features such as revisioning, content moderation, and translations, but that is a topic for a future blog post.

Special thanks to Ted Bowman (Acquia) for co-authoring this post. Also thanks to Wim Leers (Acquia), Angie Byron (Acquia), Alex Bronstein (Acquia), Jeff Beeman (Acquia) and Tim Plunkett (Acquia) for their feedback during the writing process.

Categories: Drupal

Promet Source: The Promet Family is Growing: Promet Acquires Digital Creative Agency DAHU

Planet Drupal - 12 November 2018 - 10:24am
  We’re thrilled to announce the acquisition of DAHU; a strategy-focused, user experience and design agency. By adding DAHU capabilities we have creatively and strategically “leveled up” to provide more comprehensive solutions for clients. Specifically, DAHU will enhance our UI design, User Experience and add the following capabilities: WordPress development, messaging, and branding.  
Categories: Drupal

Code Karate: Drupal 8 Editor File Upload Module

Planet Drupal - 12 November 2018 - 8:57am
Episode Number: 217

The Drupal 8 Editor File Upload Module is a great module for allowing your content editors to upload files directly in your website content. If you have ever needed to upload a file, and then include a link to that file, then the Editor File Upload module will be useful. Rather than having to upload the file manually using FTP or through another module, then having to go back to create a link in your content to that file, this module lets you do it all in one step.

Tags: DrupalContribDrupal 8File ManagementSite BuildingDrupal Planet
Categories: Drupal

Create better game settings options (handy checklist) - by Kevin Giguere

Gamasutra.com Blogs - 12 November 2018 - 7:51am
Because our games don't always get the in-depth testing we require, menus and settings often don't get a proper review. This handy checklist should help you ensure that your menu covers all the basics.
Categories: Game Theory & Design

D&D&Me: Does Dungeons & Dragons Have a Future in eSports? - by Andrew Heikkila

Gamasutra.com Blogs - 12 November 2018 - 7:50am
Liveplay RPGs and competitive eSports have always been on two opposite ends of the spectrum, but online streaming has tied them together in a fundamental way. Some are deciding to explore that connection further via competitive D&D.
Categories: Game Theory & Design

Adaptive Music with Elias – Tutorial Series – Part 1 - by Dale Crowley

Gamasutra.com Blogs - 12 November 2018 - 7:49am
Adaptive music has come a long way in the past several years with custom middleware solutions like Elias. This article provides a step by step guide to re-creating an adaptive music project in Elias Studio.
Categories: Game Theory & Design

The Narrative Struggle - by Gregory Pellechi

Gamasutra.com Blogs - 12 November 2018 - 7:48am
Writing and Narrative Design are about more than telling stories, they're a question of what should be lost in compression that is creating a video game. It's not an easy choice, that's why we explore it on the latest episode of The Writing Game.
Categories: Game Theory & Design

Swift vs Objective-C. Which iOS Language To Choose - by Aleksandra Bessalitskykh

Gamasutra.com Blogs - 12 November 2018 - 7:41am
Wondering what the difference is between Swift and Objective-C? Which language better suits your project? Check out the detailed Swift vs Objective-C comparison further to make the best choice.
Categories: Game Theory & Design

[Post Mortem - 1 year later]: I managed to ship 6000 copies to stay in business - by Constantin Bacioiu

Gamasutra.com Blogs - 12 November 2018 - 7:37am
One year ago I failed to ship 700 units to stay in business. Now I'm working on my next game after releasing a major update to the original one. A failure post-mortem one year after. Sales, lucky strikes, community support and a heartfelt thank you update
Categories: Game Theory & Design

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