From simplicity to complexity and back again: The design and development of Rogess - by Pippin Barr Blogs - 4 June 2019 - 7:28am
A detailed reflection on the design and development of Rogess by Pippin Barr and Jonathan Lessard using references to its source code, development history, and the developers's email correspondence.
Categories: Game Theory & Design

A Chronicle of Story Games: Part I - by Junxue Li Blogs - 4 June 2019 - 7:26am
In this series of posts, I will introduce the key features of different types of story games. And as an art producer, I would go deep into the art production aspect.
Categories: Game Theory & Design

From MVC to DDD - by Jane Sefc Blogs - 4 June 2019 - 7:24am
After six years of working in MVC, I moved to DDD. I really thought it would be simple. I have to admit I was wrong.
Categories: Game Theory & Design

Building a Pirate's Paradise: The AI of Sea of Thieves (Part 1) - by Tommy Thompson Blogs - 4 June 2019 - 7:23am
In this first of a four-part series, I explore the numerous AI systems running under the hood of Rare's online pirate adventure game and the work required to maintain the experience for players across the Sea of Thieves.
Categories: Game Theory & Design

Admin Toolbar Language Switcher

New Drupal Modules - 4 June 2019 - 7:08am

Add the Toolbar Language Switcher to administration toolbar of the project.
This is helpful to easily visualize the current page language context and the handy navigation to change it.

Categories: Drupal

From the Mouth of Babes

New RPG Product Reviews - 4 June 2019 - 6:31am
Publisher: Aegis Studios
Rating: 5
There's the standard thumbnail background of the *Odysseys and Overlords* setting and notes about suitable rules (handy if you've just picked this up without reading anything else in this game line), then we're off with the background to the adventure itself. It seems a bunch of goblins has been hanging out on the edge of an area of wilderness hoping to pick off adventurers going there to explore (or even better, coming back with their loot!) but a leadership dispute led to the loss of a magic dagger... which fell into their watersource, with dire results.

The party first find out about all this when they, like any adventurers worthy of the name, head into the wilderness - or snap up one of the plot hooks provided - and are accosted by a couple of hungry, grubby goblin youngsters who ask for help. This encounter should prove entertaining. Provision is made for it taking place either in the day or during the night, and there's plenty of detail to help you role-play it to the hilt.

Hopefully, with an optional encounter on the way, the party with the youngsters guiding them should arrive at the goblin lair. It's even smellier than the words 'goblin lair' suggest, for reasons that should become apparent as the delve into its depths proceeds. Everything is laid out clearly, with ample description, stat blocks/hit point check boxes for all encounters and other game mechanical information as necessary.

As with the young goblins in the opening encounter, it pays to try talking with at least some of the inhabitants of the lair, for if the party does so, they will be able to piece together what has been going on, as well as undertake the expected exploration, killing and looting. Whatever the party decides to do about the goblins, there are other monsters to slay and loot to be had.

Everything is left quite open ended. The party might help the goblins and continue exploring the wilderness, or they might - especially if you used one of the plot hooks provided - want to go back to town. There are suggestions for some further adventures and a welcome selection of 'story-based' XP awards that you can make based on the party's actions. There are a couple of new items and a new monster, and maps for both players and the GM.

Whilst OSR in essence, this has a welcome range of options for interaction and role-play, and is well-resourced to enable you to cope with just about anything your players might decide to do.
Categories: Game Theory & Design

Overview Builder

New Drupal Modules - 4 June 2019 - 4:04am

The overview builder is a developer module that adds a new plugin type
"overview_builder" that allows to create custom overviews with pagination
and filters. This module can be used when you prefer to build your overviews
in code instead of configuring like the "Views" module. Also when you need more
flexibility than Views this module might suit your needs.

Categories: Drupal

Freelock : Is your host a single point of failure?

Planet Drupal - 3 June 2019 - 3:45pm
Is your host a single point of failure? John Locke Mon, 06/03/2019 - 15:45

Just ran across a sad story where Digital Ocean is accused of killing a startup:

Disaster Recovery Drupal Planet Risk
Categories: Drupal


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