Monday, 20 June 2016

Game Dev Party Jam #10: Llamazord

Two weekends ago was the 10th Game Jam of the Game Dev Party association, where I was once again both participating and helping with the organization. And once again I proposed a game idea and I was lucky enough that people liked it and voted for it! So I gathered a team of 6 awesome people, 3 developers and 3 designers, plus myself as a part-time coder part-time manager, and we made a game.

Introducing Llamazord

This time around each participant received, prior to the event, a list of 3 game titles generated with the Video Game Name generator, and the game you would pitch had to bear one of those titles. Mine were: "Create Your Own Llama", "my little acid reloaded" and "Barbie's Military Force". I went with the first one, which is not a great title (we changed it to "Llamazord") but it inspired me. Here's what I pitched.

Year 2053. Underground llama fights are the big thing, people are into it to the point of creating mech enhancements for their llamas. You are a llama trainer and your goal is to have your llama win fights against other llamas. To that goal, you will enhance it with mechanical tools: canons, helmets, lasers... Make your Llama a Llamazord and crush your enemies!


The game is essentially a Connect Three: just like a Connect Four but you only need 3 discs to create a line. The twist is that each player has access to the same 3 different types of discs, and connecting a line gives you access to upgrades of the type of the discs. For example, connect 3 "sun" discs and you will gain a "sun" upgrade (a solar canon for attack or a sun helmet for defense). The game has rounds, each round allowing each player to play 3 times. Once a round finishes, llamas will automatically attack each other using their upgrades, and then a new round begins. The player who's llama stays alive wins the game!

There are two pieces of strategy in that game: the grid where you play of course, because each play could be used by your opponent, so you have to be careful not to give them too much of an advantage. But the upgrades you choose matter as well. At the moment, if you have an attack upgrade of a given family, the defense upgrade of that same family will diminish the damage you will deal. So if your opponent gains a "sun" upgrade, you're be better making a "sun" defense for yourself. Ideally I'd like that to be changed to a rock-paper-scissor system, to encourage variety.

On the technical side, this is a Web game, meaning it is made of open Web technologies (primarily JavaScript, with a bit of HTML and CSS). We use the engine, a tool that Rémi and myself have already used a few times in the past, so we can build on that experience to make better games faster. Luckily we didn't have to use any physics this time, that was my main source of concern and bugs with Phaser the last times I used it. The game can be played on any platform that has a Web browser, though as usual I recommend Firefox (disclaimer: I work for Mozilla), but I know that some of us used Chrome during development. Also, the game is available on github (adngdb/llamazord) if you're interested in seeing the source.

Of course, this a Jam game, made in less than 48 hours (plus some debugging and improvements in the last 2 weeks), so it's far from being super awesome and fun and deep. But I'm quite pleased with what we did, it's one of my best Jam games so far, and definitely the best that I pitched. You might notice that the game is not ideal for a computer screen, which is because I think it is more of a mobile game. It should work great on your smartphone! :) I also think it has some potential to become an actual fun game, if we were to add more randomness (some discs falling at various intervals for example) and more strategic complexity (the rock-paper-scissor system, more upgrade types... ). The game also lacks a bunch of feedback for interactions and automatic things. There's no sound for combat. I could see a big flashy text saying that a combat is ongoing. I could do with some more indications that the current player changed. Basically it's missing all the small details that make a game really great.

Anyway, you probably want to play the game by now, so here it is:

Play Llamazord


Big thanks to Bemba (coder), Caro (design), Cyrielle (design), Elsa (design), Rémi (coder) and Yendhi (coder) who worked on this game with me. Great job everyone!

Feedback on the Jam

We called this Jam the "Random Title Jam", because of the random titles theme. I'm super happy that we finally did it, it's an idea that I had been proposing for some years now. And I think it went super well! We had a lot of people presenting ideas (about 20 out of 55 participants), they were very different, and the quality of the games at the end of the Jam was high.

I haven't been involved as much as I used to in organizing this round, and it's great to see that the association is live and kicking. I'm glad to see new faces joining the Game Dev Party, I'm super excited that we are doing conferences again, and I am always amazed to see the crazy ideas that some people propose in our internal mailing list (Game Dev Festival anyone? ).

If you participated in that Jam and have any feedback, positive or negative, please please let us know, by any means you like. We make events for people, we are all volunteers, and we do it because we love it. What you think about what we do is extremely valuable!


Friday, 25 December 2015

How to include HTML in your React app with webpack

One of the few things that I find unpleasant with React and JSX is that it's not great for writing long static HTML content. Up to now I never encountered that problem, but I heard some colleagues complain about it and knew that it was indeed a negative point.

Until today, when I wrote some documentation in a small side project, and I took the opportunity to try and solve that problem. It was actually quite simple when working with webpack, since it allows you to bundle some HTML content and require it as a string from your JavaScript components. Once you have your HTML loaded in a string, there is a very simple way to turn it into React DOM elements: dangerouslySetInnerHTML. That function should never be used when you cannot trust the content you include, but that is obviously not the case here.

To bundle some HTML content with webpack, install the html-loader module: npm install --save-dev html-loader. To use that loader automatically for HTML files, here's the configuration you can add to your webpack.config.js:

  modules: {
    loaders: [
      { test: /\.html$/, loader: 'html' }

Then simply require your HTML file from any JS file, with var htmlContent = require('path/to/html/file.html'); or import htmlContent from 'path/to/html/file.html'); if you are using ES6. Let's say we are using babel, this is what our file could look like:

import htmlContent from 'path/to/file.html';

import React from 'react';

const MyComponent = React.createClass({
    render() {
        return (
            <div dangerouslySetInnerHTML={ {__html: htmlContent} } />

export default MyComponent;

So, the good thing about this is that you can write your long HTML content in separate files, without some of the hassles of JSX (like having to use className instead of class). It will keep your components small and with a clean separation of concerns. The downside is that you cannot use anything other than HTML in that separate file, so no React components for example.

Monday, 6 July 2015

ensy — Entity System Reloaded


During the last Game Dev Party Jam in Lyon, I pitched a game idea with the intention of building that game with Web technologies and my Entity System library. I had been waiting for an occasion to use that lib in a "real" game, and knew that would be the perfect moment: the 8th Jam happened over 3 days (when it usually is only 2) and was thus ideal for trying out risky things.

It ended up being a mildly good idea, because we spent a bit too much time writing some physics logic instead of working on the game itself. However, the Entity System engine worked like a charm: only one issue was found, and it was not even a blocker! I suppose that proves, once again, the value of unit tests.

So, in the lights of this successful use of the Entity System library, I released its first official version: 1.0.0! It is now accessible from npm and bower, with the following commands:

npm install ensy

bower install ensy

ensy stands for entity system, as you might have guessed. I realized while looking for a free name in the npm and bower repos that there where a lot of Entity System implementations out there, but most of them are either using a very different approach (something like Crafty.js does) or not maintained. I'd like to get some traction on ensy, but I know that it will hardly be used by anyone other than me. If you would like to use it but think it lacks something or does something incorrectly in your opinion, please contact me and we can see what could be done. I am happy to maintain ensy and I plan on using it for most of my jam games going forward. (I'll probably end up writing some kind of basic 2d game engine, with generic rendering and physics, to get started more quickly in jams. )

What is this Entity thing anyway?

I wrote about my Entity System library a while ago, but it has changed a lot in the meantime. This version has been entirely rewritten and is nothing like the previous one. The key concepts are still the same, but their implementations changed wildly. Let me give you a quick tour of the new concepts, and of what you can do with it.


An entity is a mere identifier, like a string or a number. It has to be unique in the system, of course. Entities represent the various objects of your game, but they do not hold any data nor logic. Their sole purpose is to serve as an evolving collection of components. That's why they are simple identifiers: the system is able to associate an entity to a list of components.


Components contain the data of your game. They only exist in the context of an entity, and do no kind of logic: they are simple containers for simple data. Here's a rule that helps understanding what you can or cannot put in a component: components have to be serializable. They shouldn't contain objects either, because if you want to put an object in a component, that almost always means you actually want to create another component.


Processors are responsible for the logic of your game. They access lists of components and apply operations on them. For example, a simple Display processor would go over all the Sprite components and show them on the screen. A Physics processor would take all Falling components and apply some gravity to them. Processors should always be independent of each others, communicating data through components only.

There is documentation available on readthedocs, and if you want to understand the concepts and implementation better, I recommend you read this excellent post by Adam Martin: Entity Systems are the future of MMOs.

What does it look like?

Here is a very basic example of how to use this library:

// Create a manager for your game.
var EntityManager = require('ensy');
manager = new EntityManager();

// Create some components.
var Falling = {
    name: 'Falling',
    state: {
        x: 0,
        y: 0
manager.addComponent(, Falling);

// Create some processors.
var PhysicsProcessor = function (manager) {
    this.manager = manager;

PhysicsProcessor.prototype.update = function (dt) {
    var fallings = this.manager.getComponentsData('Falling');

    // Make them fall.
    for (var f in fallings) {
        var falling = fallings[f];
        falling.y -= 5;

manager.addProcessor(new PhysicsProcessor(manager));

// And get your main loop starting.
function mainLoop() {
    var dt = 10; // Compute elapsed time since last frame here.


There are more complex examples available: a Concentration game, quite simple, and the game I worked on during the last GDP Jam, Total Madness Arena. This last one is more substantial, though I learned a lot while working on it and would very probably code it a bit differently if I were to do it again. (Notably, I would try to keep only one manager through all scenes, instead of having one per scene. That means the Entity System manager needs a way to remove a bunch of entities at once, which is not a feature yet. )

I hope you like ensy! Let me know if you have questions, or if you are using it.

Wednesday, 10 June 2015

Rethinking Socorro's Web App

Credits @lxt

I have been thinking a lot about what we could do better with Socorro's webapp in the last months (and even more, the first discussions I had about this with phrawzty date from Spring last year). Recently, in a meeting with Lonnen (my manager), I said "this is what I would do if I were to rebuild Socorro's webapp from scratch today". In this post I want to write down what I said and elaborate it, in the hope that it will serve as a starting point for upcoming discussions with my colleagues.

State of the Art

First, let's take a look at the current state of the webapp. According to our analytics, there are 5 parts of the app that are heavily consulted, and a bunch of other less used pages. The core features of Socorro's front-end are:

Those we know people are looking at a lot. Then there are other pages, like Crashes per User, Top Changers, Explosive Crashes, GC Crashes and so on that are used from "a lot less" to "almost never". And finally there's the public API, on which we don't have much analytics, but which we know is being used for many different things (for example: Spectateur, crash-stats-api-magic, Are we shutting down yet?, Such Comments).

The next important thing to take into account is that our users oftentimes ask us for some specific dataset or report. Those are useful at a point in time for a few people, but will soon become useless to anyone. We used to try and build such reports into the webapp (and I suppose the ones from above that are not used anymore fall into that category), but that costs us time to build and time to maintain. And that also means that the report will have to be built by someone from the Socorro team who has time for it, it will go through review and testing, and by the time it hits our production site it might not be so useful anymore. We have all been working on trying to reduce that "time to production", which resulted in the public API and Super Search. And I'm quite sure we can do even better.

Building Reports


Every report is, at its core, a query of one or several API endpoints, some logic applied to the data from the API, and a view generated from that data. Some reports require very specific data, asking for dedicated API endpoints, but most of them could be done using either Super Search alone or some combination of it with other API endpoints. So maybe we could facilitate the creation of such reports?

Let us put aside the authentication and ACL features, the API, the admin panel, and a few very specific features of the web app, to focus on the user-facing features. Those can be simply considered as a collection of reports: they all call one or several models, have a controller that does some logic, and then are displayed via a Django template. I think what we want to give our users is a way to easily build their own reports. I would like them to be able to answer their needs as fast as possible, without depending on the Socorro team.

The basic brick of a fresh web app would thus be a report builder. It would be split in 3 parts:

  • the model controls the data that should be fetched from the API;
  • the controller gets that data and performs logic on it, transforming it to fit the needs of the user;
  • and the view will take the transformed data and turn it into something pretty, like a table or a graph.

Each report could be saved, bookmarked, shared with others, forked, modified, and so on. Spectateur is a prototype of such a report builder.

We developers of Socorro would use that report system to build the core features of the app (top crashers, home page graphs, etc. ), maybe with some privileges. And then users will be able to build reports for their own use or to share with teammates. We know that users have different needs depending on what they are working on (someone working on FirefoxOS will not look at the same reports than someone working on Thunderbird), so this would be one step towards allowing them to customize their Socorro.

One Dashboard to Rule Them All

So users can build their own reports. Now what if we pushed customization even further? Each report has a view part, and that's what would be of interest to people most of the time. Maybe we could make it easy for a user to quickly see the main reports that are of interest to them? My second proposal would be to build a dashboard system, which would show the views of various reports on a single page.

A dashboard is a collection of reports. It is possible to remove or add new reports to a dashboard, and to move them around. A user can also create several dashboards: for example, one for Firefox Nightly, one for Thunderbird, one for an ongoing investigation... Dashboards only show the view part of a report, with links to inspect it further or modify it.


An example of what a dashboard could look like.

Socorro As A Platform

The overall idea of this new Socorro is to make it a platform where people can find what they want very quickly, personalize their tool, and build whatever feature they need that does not exist yet. I would like it to be a better tool for our users, to help them be even more efficient crash killers.

I can see several advantages to such a platform:

  • time to create new reports is shorter;
  • people can collaborate on reports;
  • users can tweak existing reports to better fit their needs;
  • people can customize the entire app to be focused on what they want;
  • when you give data to people, they build things that you did not even dream about. I expect that will happen on Socorro, and people will come up with incredibly useful reports.

I Need Feedback


Concretely, the plan would be to build a brand new app along the existing one. The goal won't be to replace it right away, but instead to build the tools that would then be used to replace what we currently have. We would keep both web apps side by side for a time, continuing to fix bugs in the Django app, but investing all development time in the new app. And we would slowly push users towards the new one, probably by removing features from the Django app once the equivalent is ready.

I would love to discuss this with anyone interested. The upcoming all-hands meeting in Whistler is probably going to be the perfect occasion to have a beer and share opinions, but other options would be fine (email, IRC... ). Let me know what you think!

Wednesday, 3 June 2015

[Snippet] Django Shell: making a user a superuser

I can never remember this snippet and I found myself duckduckgoing for it a few times, so I wanted to write it down somewhere where I can easily find it (and maybe it will help people looking for it, since I can never reliably find it in search engines).

To start Django's shell:

./ shell

And to make a user a superuser:

from django.contrib.auth.models import User
user = User.objects.get(email='')
user.is_superuser = True

Thursday, 26 February 2015

Spectateur, custom reports for crash-stats

The users of Socorro at Mozilla, the Stability team, have very specific needs that vary over time. They need specific reports for the data we have, new aggregations or views with some special set of parameters. What we developers of Socorro used to do was to build those reports for them. It's a long process that usually requires adding something to our database's schema, adding a middleware endpoint and creating a new page in our webapp. All those steps take a long time, and sometimes we understand the needs incorrectly, so it takes even longer. Not the best way to invest our time.

Nowadays, we have Super Search, a flexible interface to our data, that allows users to do a lot of those specific things they need. As it is highly configurable, it's easy to keep the pace of new additions to the crash reports and to evolve the capabilities of this tool. Couple that with our public API and we can say that our users have pretty good tools to solve most of their problems. If Super Search's UI is not good enough, they can write a script that they run locally, hitting our API, and they can do pretty much anything we can do.

But that still has problems. Local scripts are not ideal: it's inconvenient to share them or to expose their results, it's hard to work on them collaboratively, it requires working on some rendering and querying the API where one could just focus on processing the data, and it doesn't integrate with our Web site. I think we can do better. And to demonstrate that, I built a prototype. Introducing...


spectateur.jpg Spectateur is a service that takes care of querying the API and rendering the data for you. All you need to do is work on the data, make it what you want it to be, and share your custom report with the rest of the world. It uses a language commonly known, JavaScript, so that most people (at least at Mozilla) can understand and hack what you have done. It lets you easily save your report and gives you a URL to bookmark and to share. And that's about it, because it's just a prototype, but it's still pretty cool, isn't it?

To explain it a little more: Spectateur contains three parts. The Model lets you choose what data you want. It uses Super Search and gives you about the same capabilities that Socorro's UI has. Once you have set your filters and chosen the aggregations you need, we move to the Controller. That's a simple JavaScript editor (using Ace) and you can type almost anything in there. Just keep the function transform, the callback and the last lines that set the interface, otherwise it won't work at all. There are also some limitations for security: the code is executed in a Web Worker in an iframe, so you have no access to the main page's scope. Network requests are blocked, among other things. I'm using a wonderful library called jailed, if you want to know more, please read its documentation.

Once you are done writing your controller, and you have exposed your data, you can click the Run button to create the View. It will fetch the data, run your processor on that data and then render the results following the rules you have exposed. The data can currently be displayed as a table (using jsGrid) or as a chart (using Chart.js). For details, please read the documentation of Spectateur (there's a link at the top). When you are satisfied with your custom report, click the button Save. That will save the Model and the Controller and give you a URL (by updating the URL bar). Come back to that URL to reload your report. Note that if you make a change to your report and click Save again, a new URL will be generated, the previous report won't be overwritten.

As an example, here is a report that shows, for our B2G product, a graph of the top versions, a chart of the top signatures and a list of crash reports, all of that based on data from the last 7 days:

I hope this tool will be useful to our users. As usual, if you have comments, feedback, criticisms, if you feel this is a waste of time and we should not invest any more time in it, or on the contrary you think this is what you needed this whole time, please please please let us know!

Tuesday, 2 December 2014

Socorro: the Super Search Fields guide

Socorro has a master list of fields, called the Super Search Fields, that controls several parts of the application: Super Search and its derivatives (Signature report, Your crash reports... ), available columns in report/list/, and exposed fields in the public API. Fields contained in that list are known to the application, and have a set of attributes that define the behavior of the app regarding each of those fields. An explanation of those attributes can be found in our documentation.

In this guide, I will show you how to use the administration tool we built to manage that list.

You need to be a superuser to be able to use this administration tool.

Understanding the effects of this list

It is important to fully understand the effects of adding, removing or editing a field in this Super Search Fields tool.

A field needs to have a unique Name, and a unique combination of Namespace and Name in database. Those are the only mandatory values for a field. Thus, if a field does not define any other attribute and keeps their default values, it won't have any impact in the application -- it will merely be "known", that's all.

Now, here are the important attributes and their effects:

  • Is exposed - if this value is checked, the field will be accessible in Super Search as a filter.
  • Is returned - if this value is checked, the field will be accessible in Super Search as a facet / aggregation. It will also be available as a column in Super Search and report/list/, and it will be returned in the public API.
  • Permissions needed - permissions listed in this attribute will be required for a user to be able to use or see this field.
  • Storage mapping - this value will be used when creating the mapping to use in Elasticsearch. It changes the way the field is stored. You can use this value to define some special rules for a field, for example if it needs a specific analyzer. This is a sensitive attribute, if you don't know what to do with it, leave it empty and Elasticsearch will guess what the best mapping is for that field.

It is, as always, a rule of thumb to apply changes to the dev/staging environments before doing so in production. And to my Mozilla colleagues: this is mandatory! Please always apply any change to stage first, verify it works as you want (using Super Search for example), then apply it to production and verify there.

Getting there

To get to the Super Search Fields admin tool, you first need to be logged in as a superuser. Once that's done, you will see a link to the administration in the bottom-right corner of the page.

Fig 1 - Admin link

Clicking that link will get you to the admin home page, where you will find a link to the Super Search Fields page.

Fig 2 - Admin home page

The Super Search Fields page lists all the currently known fields with their attributes.

Fig 3 - Super Search Fields page

Adding a new field

On the Super Search Fields page, click the Create a new field link in the top-right corner. That leads you to a form.

Fig 4 - New field button

Fill all the inputs with the values you need. Note that Name is a unique identifier to this field, but also the name that will be displayed in Super Search. It doesn't have to be the same as Name in database. The current convention is to use the database name but in lower case and with underscores. So for example if your field is named DOMIPCEnabled in the database, we would make the Name something like dom_ipc_enabled.

Use the documentation about our attributes to understand how to fill that form.

Fig 5 - Example data for the new field form

Clicking the Create button might take some time, especially if you filled the Storage mapping attribute. If you did, in the back-end the application will perform a few things to very that this change does not break Elasticsearch indexing. If you get redirected to the Super Search Fields page, that means the operation was successful. Otherwise, an error will be displayed and you will need to press the Back button of your browser and fix the form data.

Note that cache is refreshed whenever you make a change to the list, so you can verify your changes right away by looking at the list.

Editing a field

Find the field you want to edit in the Super Search Fields list, and click the edit icon to the right of that field's row. That will lead you to a form much like the New field one, but prefilled with the current attributes' values of that field. Make the appropriate changes you need, and press the Update button. What applies to the New field form does apply here as well (mapping checks, cache refreshing, etc. ).

Fig 6 - The edit icon

Deleting a field

Find the field you want to edit in the Super Search Fields list, and click the delete icon to the right of that field's row. You will be prompted to confirm your intention. If you are sure about what you're doing, then confirm and you will be done.

Fig 7 - The delete icon

The missing fields tool

We have a tool that looks at all the fields known by Elasticsearch (meaning that Elasticsearch has received at least one document containing that field) and all the fields known in the Super Search Fields, and shows a diff of those. It is a good way to see if you did not forget some key fields that you could use in the app.

To access that list, click the See the list of missing fields link just above the Super Search Fields list.

Fig 8 - The missing fields link

The list of missing fields provides a direct link to create the field for each row. It will take you to the New field form with some prefilled values.

Fig 9 - Missing fields page


I think I have covered it all. If not, let me know and I'll adjust this guide. Same goes if you think some things are unclear or poorly explained.

If you find bugs in this Super Search Fields tool, please use Bugzilla to report them. And remember, Socorro is free / "libre" software, so you can also go ahead and fix the bugs yourself! :-)

Monday, 7 July 2014

Play Kawaii Killer, a horrible cuteness genocide game

Kawaii Killer, the first game of Tabemasu Games, is now out and playable on Android and iOS! Why am I writing about this game? Because it is the first commercial game of my friend Aurélien! He started as an independent game developer last year, and worked hard on making this Jam game a top-quality mobile game.

So what is this game about? You are a trapper going through his forest, and you want to kill as many animals as you can, as fast as possible. Each animal requires a different gesture to be killed, and it obviously gets more and more complex. If you are a sensitive person, or a friend of the animals, maybe you won't enjoy that game much, because those poor little things die in horrible manners… A lot of blood will be shed under your fingers! Be ready for a gory journey!

Maybe you have seen Kawaii Killer before: it was one of the best games created during the Game Dev Party Jam #3, back in 2012. Aurélien worked with a team of 5 people to build this very fun and enjoyable game. You can still find it here. Apart from the fact that the game has been rebuilt from scratch, much has been added since the Game Jam: new stages, new enemies, difficulty levels, a story, achievements and badges… If you have a smartphone and like killing cute animals, you should definitely try this game out. You can buy it from Google Play, the Apple App Store, or you can get it DRM-free from the Humble Store.

Not convinced yet? Well, take a look at the release trailer:

As a side note, I must say I am very happy that Aurélien, Fred and Vincent, the 3 guys who made this game, met during Jams organized by the Game Dev Party association. It's a proof that those events are useful to our community and help the video game industry in Lyon. Heck, Aurélien was an amateur game creator and now he has released a commercial game, isn't that awesome? So, let's keep rocking with the GDP, and let's keep building awesome video games in Lyon!

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