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

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

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

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

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

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

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

ZON Demo Module 2

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

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

This module provides integration with the data presentation services.

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

Categories: Drupal

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

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

Taxonomy term: options select extras

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

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

Categories: Drupal

Troy’s Crock Pot: World building — Homeland

Gnome Stew - 6 August 2018 - 12:01am

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

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

Nentir Vale Model

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

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

Our Homeland

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

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

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

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

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


Categories: Game Theory & Design

Fuzzy Thinking: Gamers Gone Wild!

RPGNet - 6 August 2018 - 12:00am
Fuzzy campaign wreckers.
Categories: Game Theory & Design

ImageAPI Optimize TinyPNG

New Drupal Modules - 5 August 2018 - 11:06pm

TinyPNG processor for ImageAPI Optimize.

Categories: Drupal

Image Optimize

New Drupal Modules - 5 August 2018 - 11:05pm processor for ImageAPI Optimize

Categories: Drupal

ImageAPI Optimize Binaries

New Drupal Modules - 5 August 2018 - 11:02pm

Binary processors for the Image API Optimize module.

Categories: Drupal


New Drupal Modules - 5 August 2018 - 11:00pm
Categories: Drupal

Video Game Deep Cuts: It's VGDC Issue #100!

Social/Online Games - Gamasutra - 5 August 2018 - 9:56pm

This week's longform article & video highlights include neat analysis on Six Ages & King Of Dragon Pass, the battle for Manchester Cathedral in Resistance revisited, and lots more. ...

Categories: Game Theory & Design

ZON Demo Module

New Drupal Modules - 5 August 2018 - 9:12pm
Categories: Drupal

Paymaster payment method for Drupal 7 and Ubercart 3

New Drupal Modules - 5 August 2018 - 9:54am

Paymaster payment gateway for Drupal 7 and Ubercart 3

Payment gateway for Russian payment system Paymaster. This payment method has many options and include many other payment submethods: Cards (Mastercart / Visa / Mir), Webmoney, Yandex Kassa, Russian Post, Svyaznoy and ect.

Categories: Drupal


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