A modular Drupal RPG and Trading Game engine - Wk 1 of 4

The Goal is to use Drupal to

  • host game,
  • create map-grids as content types,
  • add items to map-grids,
  • add NPCs to map-grids,
  • add game attributes to user profile
  • Use Drupal Groups to implement factions
  • Host VueJs pages for the various buildings (form based fields and widgets) that inhabit each map


The game engine will be compatible with turn based and real time loops. Later phaserJs will be used for the real time graphics based modules.

LoopMix by AudioModern

Over the past few weeks we,ve been tweaking our scores, and alligning the live sets with them. This includes ensuring that the CPUs don't overload, and some rendering, remoiving of plugins etc where necessary.

 Ensuring there are only 8 channels per Ableton setup so they are Ableton Push friendly (I prefer to avoid scrolling horizontally with the push controllers.And deciding what software is controlled by what midi controller etc. 

Reason To Live

Our goal this week is to make some Musique Concrete using only #Reason Studio and whatever refils and demo refils we accumulated over the years.

To prove that it is not completely useless as a DAW or VST.

The piece will be called: "Reason To Live"

The Process is to create 6 Musique Concrete 3 minute pieces that will act as source loops for the 6 glitchlab2021 main sources. The result of which will be used as party of a larger 45-60 minute piece.

This is working out well. I've gone to a kind of extreme with ReasonVST inside Live.

Scores with dropdowns

As I'm preparing for the stream, I was working on a score when I discovered dropdowns in spreadsheets. This allows me create iterative scores for the participants.

It's a mix of freeform dj sets of Bandcamp indie label music and live jamming, with sections where the focus is on particular instruments hardware or software.
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