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New Drupal Modules - 19 January 2018 - 9:45am
Categories: Drupal

Avatars of War: January Releases Now Available

Tabletop Gaming News - 19 January 2018 - 9:00am
January continues to roll along. We’re getting to the last 1/3 of the month, a perfect time to get some new releases out there. And that’s just what we’ve got here for you now. Avatars of War brings you the first of this year’s releases from them with 3 new minis. You can pick up […]
Categories: Game Theory & Design

Acro Media: Drupal Commerce 2: How to set up Product Attributes

Planet Drupal - 19 January 2018 - 8:27am

In this five part Acro Media Tech Talk video series, we use our Urban Hipster Commerce 2 demo site to show you how to set up a new product in Drupal Commerce 2, from start to finish. This is the first video in the series, How to set up Product Attributes.

If you're creating a whole new product type from scratch, the first thing you want to do is setup any product attributes that your product needs. For example, a shirt product type may have a number of sizes (small, medium, large) and colours available to choose from. Size and colour are both product attributes. As a site administrator, you'll use the attributes to configure your product variations. As a customer, your'll use the attributes to pick the exact product that you want to purchase.

Next week we'll post part 2: Product Attributes using Rendered Fields

Its important to note that this video was recorded before the official 2.0 release of Drupal Commerce and so you may see a few small differences between this video and the official release now available.

Urban Hipster Commerce 2 Demo site

This video was created using the Urban Hipster Commerce 2 demo site. We've built this site to show the adaptability of the Drupal 8, Commerce 2 platform. Most of what you see is out-of-the-box functionality combined with expert configuration and theming.

More from Acro Media Drupal modules used in this video

Categories: Drupal

Developer Diary #4: Birth of the Global Version 3 - Q&A with the Localization Team - by gumi Team Blogs - 19 January 2018 - 8:26am
In this next diary, we explore a little more in depth on how our language alchemists localize the game, the challenges and idiosyncrasies of translating Japanese-centric game into 4 culturally-unique languages.
Categories: Game Theory & Design

So You Want To Compete With Steam - by Lars Doucet Blogs - 19 January 2018 - 8:25am
I get lot of pitches for "Steam competitors". 99% are doomed to failure, the majority before they even start.
Categories: Game Theory & Design

GTA : Every road lead to carjacking (but Trevor's the best) - by Léonard Bertos Blogs - 19 January 2018 - 8:25am
GTA scenario is incredibly good, right? But most of the time, when it's done, the game becomes boring. Why? The GTA scripts lead us to the very fun gameplay we know, but some characters seem to work better without a narrative-oriented scenes.
Categories: Game Theory & Design

Visions of a QA degree in Video Games - by Alex Dorans Blogs - 19 January 2018 - 8:25am
In Academia there hasn't been a push to create the next generation of talented QA'ers in the same way as we see dedicated Design, Art, Programming, Audio and Production courses. This post explores and invites comment on what such a course may look like.
Categories: Game Theory & Design

How To Make Booth Art As An Indie! - by Sara Casen Blogs - 19 January 2018 - 8:24am
From concept to realization, here's the booth art we produced for our upcoming indie game Lake Ridden, which was displayed at EGX in Birmingham, in front of 80 000 visitors.
Categories: Game Theory & Design

Call of Duty WWII and Historical Memory - by Bob Whitaker Blogs - 19 January 2018 - 8:23am
Historian Bob Whitaker discusses the media coverage surrounding Call of Duty WWII, and considers problems related to public memory of famous historical events.
Categories: Game Theory & Design

Fat Dragon Games Releases World War Tesla Starter Set

Tabletop Gaming News - 19 January 2018 - 8:00am
Many feel that Nikola Tesla was ahead of his time, possibly even from the future. He certainly pushed the boundaries of science for the time. So it seems only fitting that a game bearing his name is doing the same. Fat Dragon Games has released World War Tesla, their new 15mm miniatures game. You can […]
Categories: Game Theory & Design

Tiny Epic Zombies Up On Kickstarter

Tabletop Gaming News - 19 January 2018 - 7:00am
Gamelyn Games is adding a new game to their Tiny Epic line. In this case, it’s the walking dead. Zombies are swarming through Echo Ridge Mall in Tiny Epic Zombies. You’re one of the last survivors, but will you continue to be a survivor, or will you simply be lunch? That’s up to you to […]
Categories: Game Theory & Design

Webform Simplenews Handler

New Drupal Modules - 19 January 2018 - 6:29am

This module provides a Webform Handler called "Submission Newsletter" that allows to link webform submission to one or more Simplenews newsletter subscriptions.
This is useful if you want a form of newsletter subscription with more fields than the email address, maybe the name, region, etc.

Developped by SERVAL

Categories: Drupal

Forge World Giving Away An Acastus Knight Porphyrion

Tabletop Gaming News - 19 January 2018 - 6:00am
Forge World is continuing their January of giveaways. This time around, it’s an Acastus Knight Porphyrion that you could win. Just head to their webshop, make a qualifying order, and you could be getting something huge in your shipment for nothing at all. From the website: This is your chance to win a colossal Acastus […]
Categories: Game Theory & Design

DrupalEasy: DrupalEasy Podcast 203 - David Hernandez (New Jersey, Governance, Docksal, tiny zoos)

Planet Drupal - 19 January 2018 - 5:36am

Direct .mp3 file download.

David Hernandez, (davidhernandez), one of the DrupalCamp New Jersey organizers as well as one of the "evolution of Drupal governance" volunteers and Manager of Learning and Contributions at FFW and an Acquia certified Grand Master joins Mike Anello to talk about all of this roles (and a few more), trends in Drupal meetups, regional camps, and DrupalCons, event organizer burnout, and Docksal. In addition, we really had to work to figure out the answer to one of the "five questions".

Interview DrupalEasy News Sponsors Upcoming Events Follow us on Twitter Subscribe

Subscribe to our podcast on iTunes, Google Play or Miro. Listen to our podcast on Stitcher.
If you'd like to leave us a voicemail, call 321-396-2340. Please keep in mind that we might play your voicemail during one of our future podcasts. Feel free to call in with suggestions, rants, questions, or corrections. If you'd rather just send us an email, please use our contact page.

Categories: Drupal Out of the Box has just been Committed to Drupal Core 8.6.x

Planet Drupal - 19 January 2018 - 5:30am
Out of the Box has just been Committed to Drupal Core 8.6.x

After two years of planning, discussing, and (eventually) coding, the "Out of the Box" initiative has just been committed to Drupal Core.

markconroy Fri, 01/19/2018 - 13:30

One of the things most often requested of Drupal has been a better experience "Out of the Box", so that when a new users installs it they see something more positive than a message saying "You have not created any frontpage content yet".

To that end, a strategic initiative called the "Out of the Box Initiative" was set up. I was a member of that team. What we sought to do over the past two years was create a website for a (fictional) publishing company. We decided upon the name "Umami" for a food publishing company, publishing articles and recipes. We went through the full web design process - user stories, validation, requirements gathering, wireframes, design, development ... up to creating what we called the "MEGA Patch". And then submitted about 50 versions of it.

This week we hoped our work would be committed to Drupal 8.5.0-alpha1, but we just missed that deadline. Instead, we had a meeting with the product owners last night to have the final "Needs Product Owners Review" tag removed from the "Create experimental installation profile" issue. Here's the video of that demonstration and meeting:

Following that meeting, the tag was removed and our code was committed to Drupal 8.6.x. This means you'll see it shipping in Drupal in September at the latest, but we hope to get the final beta blockers fixed to have it backported to 8.5.0-beta. If you'd like to help squash some of the bugs, follow these "Out of the Box" issues. Here's the tweet from @webchick (THANKS!) announcing it:

So, what is in this commit?

This commit brings a new installation profile to Drupal. The profile is called "Umami" and has a corresponding "Umami" theme. It creates three content types - basic page, article, and recipe. It has listing pages for articles and recipes, some promotional blocks, a homepage, contact form, and search page. It is a fully-featured (small) website built using only (stable) Drupal core modules.

We are not using experimental modules such as content moderation, layout builder, media, etc. Once they are stable, we hope to bring them into the "Out of the Box" experience as well.

If you'd like to install it, try this link on

Categories: Drupal

Entity Excerpt for Search API

New Drupal Modules - 19 January 2018 - 4:05am

Processor that extends SearchApiHighlight of the Search APi that creates a HTML stripped version for a rendered entity based a configurable view mode per entity type. Allowing for a more fine grained control on the way a entity is highlighted in the excerpt.

This module is part of the cleaning out my winter 2018 Drupal 7 code closet cleaning. Minimally supported, and feel free to take over this module is you feel like it ;-)

Categories: Drupal

TIP Solutions: 17-years of development behind

Planet Drupal - 19 January 2018 - 3:08am

Happy anniversary!

Another year of work behind which means thousands of patches, new iniatives and modules. Simple put: ever more modern and robust platform to create web applications and sites.

An article [1] published by Drupal association they gave some recent figures about the development of the framework from last year from which some interesting were:

Planet Drupal Community Drupal
Categories: Drupal

Blog: A data-driven look at the rising cost of game dev

Social/Online Games - Gamasutra - 19 January 2018 - 1:03am

"[Looking] at costs & costs per byte for the window of 1985 to 2005," writes Raph Koster. "Game size went up by 122 times, costs rose by 22x, & therefore we got 6x more efficient at creating content." ...

Categories: Game Theory & Design Blog: AGILEDROP: Interview with Igor, our Development manager

Planet Drupal - 19 January 2018 - 12:10am
We have sat down with our Development manager, Igor and ask him a couple of questions. Enjoy the interview.   When did you start working at AGILEDROP and what were your initial responsibilities? I started working at Agiledrop in September 2015 as a junior developer. At first, I was working mainly as a frontend developer with some small site building tasks so that I got more familiar with Drupal (I didn’t work with Drupal before). After few weeks I got more and more backend tasks and soon I became Drupal backend developer. Initially, I was there to learn Drupal and try to improve my… READ MORE
Categories: Drupal

Cultivating New GMs

Gnome Stew - 19 January 2018 - 12:00am

 Sow your fields so that you too may one day play again…

When I started gaming back in the RPG bronze age of 1986, the role of Dungeon Master was a job cloaked in mystery and the polished veneer of extreme expertise. I was admonished, under no uncertain terms, to never ever look into the Dungeon Master’s Guide. EVER! The secrets of running a game were a precious knowledge that could only be shared with the truly worthy.

Now, admittedly, we were all teenagers at the time, so weakness of any kind was to be hidden away. Even if the DM had been uncertain on how to handle a rulling, he could have never shown that weakness to the players at the table. If he did, he would have instantly been consumed by wolves. Or, at least, that’s the way we acted. College wasn’t much better, as I switched to Champions and its math intensive rules. As much as we players loved the game, the game master was treated as if royalty because only he could possibly have the level of knowledge needed to properly run a game.

I was almost twenty years into the hobby before I met someone who didn’t treat GMing as a sacred mystery to be kept from the unwashed masses. He wanted to play and that meant finding GMs. Since he couldn’t find any, he started creating some. With his insistent prodding, I tried my hand at running a game and I found that I enjoyed it and it wasn’t as hard as I had been led to believe.

 Never underestimate the power of mentoring. Today, there are a ton of resources available for people who want to try their hand at GMing, but it can still take a personal nudge to get someone to actually take those baby steps and run their first game. Never underestimate the power of mentoring. Here are some of my thoughts on how to cultivate new GMs:

Don’t treat GMing as something only the talented few can do.

It is very easy to get caught up in the myth of awesome that can come to surround a good GM. We players really do like our skilled GMs and that is a huge boost to the ego. Between good GMs basking in the legend of their own greatness and the entertaining stories of horrible GMs, it is understandable that a non-GM will assume that it takes an accomplished skillset to even attempt to run a game. Even today with all the resources available at our fingertips on the internet, I still hear players say they couldn’t possibly run a game.

Don’t get complacent in just accepting the praise your players give you. Be honest about the areas you struggled with in a game. Have some transparency on what goes into running a game. Explain things you tried that didn’t work the way you wanted, or how you had to adjust on the fly to accommodate something unexpected. We all get hit by imposter syndrome on occasion and sharing that vulnerability with your players can let that potential GM understand that even experienced GMs occasionally have doubts.

Seek out the players you think might have the right skill set.

A good player won’t always translate into a good GM, but if you pay attention to which players add to the game in certain ways, you can tell who has a potential to enjoy being a game. Who are the rainmakers, the players that can make things happen for the betterment of the whole table? Do you have a player that seems to instinctively know what to add to a game to push things forward? How about someone who is good at drawing the quieter players into the action?

You can usually spot the difference between players who are really passionate about the game and those that enjoy it but don’t have quite the same level of investment. Start dropping suggestions that the passionate player should think about running their own game. Be honest about wanting a chance to play too. If you can see that a player inherently has an understanding of how to ‘yes, and’ in the game in such a way that it makes it fun for others at the table, they’re someone you should start attempting to mentor into running their own game.

Watch that new GM bloom…

Help them find a game that suits their interest and experience level.

If you ask a collection of gamers what’s a good first game for a GM, you’ll get dozens of responses all adamant that only the game they’re suggesting is the right choice for a new GM. The real answer is going to be far, far more complicated and should capture on what is going to capture the new GM’s imagination in a system that they’re going to be comfortable with.

Let’s say you’ve got a player who is highly experienced with Shadowrun, but they’ve never run a game. Shadowrun is far from the game I would suggest as a first game for a GM, but if that player is comfortable with the system and the genre, it just might be a good fit for them. I consider PbtA games to be easy, but that simplicity may not translate for someone who has limited experience with narrative games or the foundation of years of traditional games to build off of.

Help the GM you’re trying to create find the right balance between a genre they’re excited about and a system they think they’d be comfortable running. For me, my friend encouraged me to try my hand at running a supers game, which I did with Mutants & Masterminds. I had a passion for super hero RPGs and M&M was a game I had some experience with, so it was a relatively easy transition.

Offer honest, real constructive criticism on what went right, and what could have gone better.

Once they’ve dived into the deep end and run that first session, be sure to give them feedback on what worked and what didn’t. Be encouraging, but be honest. If their NPCs seemed a little lackluster, offer them suggestions on how to improve that. If the pacing of the encounters worked really well, reinforce that with praise. I recommend doing this privately and not turning it into a full ‘roses and thorns’ discussion with a full table, especially if the new GM is still feeling uncertain about their skills.

This isn’t just a one-off bit of feedback either. Each session is going to offer things that went well and things that didn’t. As long as the new GM appreciates the feedback, continue to offer guidance on running games.

I’m grateful that my friend was so determined to play instead of always run that he took the time to forcefully nudge me into running that first game. I might have fallen into doing it at some point in the future, but he guaranteed it happened and completely changed the course of my relationship to this hobby. If it weren’t for him, I probably wouldn’t be writing GMing advice articles here on the Stew.

Did someone nudge you into running your first game? Have you ever mentored someone into trying their hand at it? I’d love to hear your stories.

Categories: Game Theory & Design


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