Essential Reading: How Games Move Us - by Max Pears Blogs - 5 October 2017 - 6:36am
I talk about one of my favourite books and break down why it is my fav and why more designers should read it. Originally posted on: YouTube: SoundCloud: iTunes:
Categories: Game Theory & Design

How to Make a Successful Indie Game: Part 1 - by Andrei Klubnikin Blogs - 5 October 2017 - 6:36am
Mobile game market will reach $ 46 billion this year. It’s no wonder everyone wants to pull a Rovio these days! Discover how to bring your indie game ideas to life and elbow your way to the top!
Categories: Game Theory & Design

100 Days of VR: Day 20 Fixing Game Object Collider in Unity - by Josh Chang Blogs - 5 October 2017 - 6:35am
At day 19, we created a health system that we can now use, however we encountered a problem: our collider only hits the enemies once even if we go through the attack animation multiple times. Today we’ll be solving that problem.
Categories: Game Theory & Design

GameMaker Platformer Jumping Tips - by Lisa Brown Blogs - 5 October 2017 - 6:34am
A look at a few small things a beginner can do to improve their platformer, focused on Gamemaker tutorials.
Categories: Game Theory & Design

Interactive Stories for the Masses - by Sande Chen Blogs - 5 October 2017 - 6:34am
In this article, game writer Sande Chen delves into the history of interactive movies and how kids today might benefit from interactive stories.
Categories: Game Theory & Design

Focus for your Game Dev Career - by Kevin Murphy Blogs - 5 October 2017 - 6:33am
This gives an overview of (at least the majority of) all possible stages in a game dev career. For each stage it gives example goals and lists unique challenges and freedoms for that stage. Has proven useful particularly with students & hobbyists so far.
Categories: Game Theory & Design

Why making a game about women in tech is necessary to me - by Tabea Iseli Blogs - 5 October 2017 - 6:33am
Creating a game is a time consuming undertaking, so you should be able to identify with the games message. The blog outlines why I want my next game to be about women in tech.
Categories: Game Theory & Design

Temple of Athena - by Regis Jerry Blogs - 5 October 2017 - 6:32am
A while back I created a quick map in Unreal Tournament that went unfinished called Temple of Athena. I will be doing a full release with all assets of the level being modeled and textured by myself.
Categories: Game Theory & Design

Moon Hook Blog: Backlog - by Conor Dalton Blogs - 5 October 2017 - 6:29am
It's been a while but we've had a busy couple of weeks. We're Moon Hook, a student dev team for SMU-Guildhall working on our Capstone game project, and this is our dev blog. I'm the producer for the team, and herein are our stories and learning moments.
Categories: Game Theory & Design

The Good (and Not So Good) Video Games Based on TV Series - by Peter Smalls Blogs - 5 October 2017 - 6:29am
This is a list of the best and the worst video games that are based on TV series.
Categories: Game Theory & Design

Open Beta for Legend of the Five Rings RPG Now Available

Tabletop Gaming News - 5 October 2017 - 6:00am
Fantasy Flight Games has posted up the open beta rules for the Legend of the Five Rings RPG. If you’ve been re-excited about all things Rokugan from the recent re-launch of the card game, now’s your chance to create your own character and leave your own mark on the land. So, what clan will you […]
Categories: Game Theory & Design

GitHub Issues

New Drupal Modules - 5 October 2017 - 5:43am

The GitHub Issues module provides a GitHub core API layer

for managing git issues from your Drupal website.


Install as usual.

Place the entirety of this directory in the /modules folder of your Drupal

installation. Navigate to Administer > Extend. Check the ‘Enabled’ box next

to the ‘GitHub Issues’ and then click

the ‘Save Configuration’ button at the bottom.

Populate module settings form with git base url and git user access token.

Categories: Drupal

InternetDevels: New opportunities for websites: congrats on Drupal 8.4.0 released!

Planet Drupal - 5 October 2017 - 4:07am

Every six months, there comes a fresh Drupal 8 minor release full of lucrative features — it’s the essence of Drupal 8’s continuous innovation policy. And another big day has come! Drupal 8.4.0 is out on October 4, making this autumn especially rich in gifts. Just two weeks after the appearance of Drupal Commerce 2.0 for Drupal 8 online stores, Drupal 8.4.0 takes its turn in the spotlight. Let’s see why.

Read more
Categories: Drupal

Scald Link

New Drupal Modules - 5 October 2017 - 3:05am

This module introduces a link provider for the Scald module.

Categories: Drupal

101 5th Level Spells (5E)

New RPG Product Reviews - 5 October 2017 - 2:23am
Publisher: Rite Publishing
Rating: 4
An review

This collection of spells clocks in at 37 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 34 pages of content, so let’s take a look!

This review was moved up in my reviewing-queue as a prioritized review at the request of my patreons. I did receive this pdf prior to public release in order to allow for a speedy release of the review.

We begin this supplement with massive lists of the respective spells by class, before moving on the alphabetic presentation of spells. Now, obviously, I can’t go through each and every spell contained here, but I’ll try to give you a good idea of what to expect. Let’s begin with the first spell, alter metal. This spell modifies the damage threshold of affected objects and is particularly potent when affecting armor etc. – the spell properly differentiates between attended and unattended, magical and nonmagical and even intelligent items. Kudos. Fans of Diablo and similar franchises will also enjoy a spell, which renders skeletons into ticking shrapnel bombs.

Now damage spells herein generally sport a valid alternative and contextualization compared to core spells. Take e.g. arrow storm. The spell inflicts 8d6 piercing damage to all creatures within 30 ft. of a point in range (150 ft.), potentially inflicting the restrained condition as well on a failed save, necessitating cover or a Strength (Athletics) or Dexterity (Acrobatics) to end the condition. The affected area may be farther away than e.g. that of cone of cold, but the PHB’s spell affects a larger area, has a slightly superior damage type and, with d8 damage-dice, a slightly higher average damage output. In another example, namely force ram, we have 12d4 damage and an unerring, automatic hit – but also the danger that shield completely negates the spell.

There also are utility type spells herein – or spells that you’d consider to be more relevant for the purpose of the more narrative aspects of the game: The befoul spring ritual can, for example, taint a water source. Bitter vintage can render wine into poison, with the caster gaining several different options regarding which poison to transform the vintage into. And yes, the transformation may be detected by savvy PCs. On a minor complaint regarding the formatting: The “At Higher Levels.” Has not been bolded and italicized properly here. There are spells like blood to sap – the spell deals poison damage on a failed Constitution saving throw and poisons the target for the duration, which reduced the target’s speed and imposes disadvantage on Dex saves, but also provides an AC bonus. Regarding damaging spells that also impose negative conditions, it is nice to observe a lack of save-less spells and the fact that the conditions and their potency receive the respect they should have. The pdf does sport some evocative visuals in the damaging spells it has, e.g. in brimstone cloud.

Campfire lullaby is interesting, in that it allows a character to get the benefits of completing a long rest more than once per 24 hours – the long casting time and duration and the caveat that lets it affect a character only once in 5 days act as good balancing mechanisms for this potent spell, though. There are carpets of fire and options to chastise foes with psychic damage. There is a means to generate circles of moonlight, protection against shapechangers and the undead. The pdf also sports a contingent healing spell, which is neat – and yes, these cannot be stacked…and they can be used offensively versus the undead. There also is a long-range curing spell – which is pretty cool, aye, but considering the impact of long-range healing on the game, it deserves to be noted that it may not be for all groups. Speaking of which: Eternal charm is permanent. Whether or not you like the ramifications of this depends on the type of game you run.

Sifting through thoughts via crystal probe, cursing targets with narcissism…what about changing the look of terrain and hiding it from the prying eyes of enemy spellcasters? There is also a powerful spell to compel targets to deliver messages for you. You can conjure forth earth barriers that bludgeon those foolhardy enough to attack you. Elfhome attunes an area in forests to elves and creatures, providing climb speed and quicker movement. What about first conjuring a tree and then having it fall on enemies? Really cool: Flatten makes you two-dimensional. Guard Dog conjures forth a variant dire wolf with modified stats to guard an area and the knave purge ritual provides a type of magic protection against thieves. Minor complaint – spell-references in the text tend to lack the italicizations.

We can find one-way pain circuits, the ability to travel through stone, several pahnatsms (lichs, nymphs, swarms…) – there are a lot of spells, some of which provide significant changes to the engine: Take remove condition, for example: The spell can even negate instantaneous effects like petrification via magic and may end the attunement to a magic item causing the condition, though curses are maintained. Now personally, I like this for the ability to make more controlled use of items with big drawbacks, but it does remain an aesthetic preference. Speaking of spells I like: Scry reverse does exactly what you’d think it does. I like the tactical option, but I can see some Gms not being as in love with it.

There also would be a powerful spell that requires the willing sacrifice of a mortal being to enhance your powers – suffice to say, that one is evil to the core. Potent songs that suppress spellcasting and magic item use make for amazing tools in the arsenal of bards – really cool. Spell grounding is a very potent defensive option: While within the range of a spell that does not have a range of touch, you may use your reaction to negate the spell, ending all effects and damage. No check, no differentiation between spell levels, no discharging of the spell – personally, I believe that this should have an “At Higher Levels”-scaling for maximum spell level affected and it should also have some wording regarding interaction of enspelled terrain into which you move – which imho should be exempt. While it is clear that this is supposed to work only for rays and chains, RAW, it is much more flexible, depending on your reading of the spell.


Editing and formatting are good, bordering on very goo: I noticed a couple of missed italicizations and a few rules-language points that could be slightly clearer, but, as a whole, this is a well-made supplement. Layout adheres to Rite Publishing’s two-column full-color standard and the pdf sports fitting full-color artwork, mostly stock. The pdf comes fully bookmarked for your convenience.

Ed Kabara’s conversion of Steven D. Russell’s classic spells does a valiant job at translating the vast plethora of spells to 5e. As a whole, the balancing of the material herein is pretty tight. The spells generally fit their respective levels. There are some spells that change how some aspects of the game work, which may be a matter of taste. Beyond the few hiccups herein, there is one aspect to be aware of: 5e sports less flexibility with the spells offered than PFRPG – spells have a higher value in direct comparison, often being entwined, availability-wise, with class features or feats as a kind of pay-off. This book does not provide the like or a means to contextualize the spells themselves – it literally only presents a ton of spells. Just putting them all in the game will, by necessity, generate a power-increase, courtesy of the increased flexibility. This is not bad, mind you, but something 5e-GMs should nevertheless be aware of.

As a whole, I consider this collection of spells a good example of how Rite Publishing has stepped up its 5e-content’s quality – of all the spell-collections I have read so far, this is by far the most refined. All in all a worthwhile collection of spells to grab and choose from – my final verdict will clock in at 4 stars.

Endzeitgeist out.
Categories: Game Theory & Design

Paul Johnson: Introducing Drupal's vast Creative Commons image library

Planet Drupal - 5 October 2017 - 1:14am

For several years a team of photographers have captured the essence of DrupalCon through the lens. Michael Cannon and more recently Suzanne Coates have done a sterling job formalising the photographic efforts into a professional (volunteer) operation. Not only is this a prime example of contributing to open source without code, we have curated a vast library of Creative Commons licensed images available for anyone to use.

Our long term objective has been to create a large library of high quality Drupal related imagery available for free so journalists, bloggers, Drupal end users and community members can easily find photos to brighten your news articles, blog posts, marketing materials. Please respect the CC licensing which requires attribution to the photographer. I look forward to seeing many more of these images appearing across the internet.

Below are links to the Flickr Groups for Drupal and DrupalCon's leading to over 10,000 images. Huge thanks to the many photographers who have contributed to this vast and colourful resource.

DrupalCon Mumbai Dries mass selfie. Photo: Michael Cannon

Sprint first timers at DrupalCon Barcelona 2016 Photo: Josef Jerabek

DrupalCon Vienna 2017 PreNote - Photo Dominik Kiss

Acquia Partner summit at DrupalCon Vienna 201. Photo Paul Johnson

Dries Buytaert delivers his State of Drupal Keynote 2017. Photo by Paul Johnson

Enlightened by the code. Photo by Boris Baldinger

Drupal Mentors - DrupalCon Dublin 2016. Photo Michael Cannon

Reflections of the group photo at DrupalCon Barcelona. Photo: Josef Jerabek

DrupalCon Amsterdam - Coder vs. Themer. Photo Bastian Widmer

Photo Michael Cannon

Categories: Drupal

Enforce Profile Field

New Drupal Modules - 5 October 2017 - 1:05am

The Enforce Profile Field module implements a field which can be used to make sure users have filled in certain fields in their profile. If the user has not completed the fields, they wil be redirected to a User Display tab on their rofile where they can enter the information. When the form is submitted, they are returned to the original page.

Categories: Drupal

Drupal package HS

New Drupal Modules - 5 October 2017 - 12:51am
Categories: Drupal

Tales from the Rocket House: Which Bonus is Best?

RPGNet - 5 October 2017 - 12:00am
Number crunching OSR.
Categories: Game Theory & Design

Remote stream wrapper widget

New Drupal Modules - 4 October 2017 - 11:43pm

This project provides a file/image widget implementation of the API provided by remote stream wrapper.

It currently only supports entering the URL but will in time gain feature parity with core's file and image widgets.

Install as you would any other module.
Navigate to "Manage form display" on the entity bundle you want to use the remote stream wrapper.
Select the "Remote stream wrapper" widget for any required file or image fields.

Categories: Drupal


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