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Nice Games Club - a gamedev podcast! (Ellen, Stephen, and Mark)

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DateTitreDurée
23 Nov 2016"We in this." Impostor Syndrome; Gaming Events; VR Development
30 Jan 2017"Try it once." Watching Games; Narrative in Games; Board Games

Our 10th(!!!) episode has your nice hosts teetering on the edge of not-so-niceness as they each describe something they just don't get (or don't quite like) in gaming, and hope the other two can bring them around.

27 Nov 2018"Try it once." Watching Games; Narrative in Games; Board Games [Nice Replay]
22 Aug 2018"100 times nice." 100th Episode Special

In this episode, your nice hosts celebrate 100 episodes of Nice Games! We reminisce a bit on how the podcast has been going and go behind the scenes on what it takes to release one of the episodes.

Thanks for listening to us 100 times!

0:00:27

100th Episode Special 

Our evil counterparts, Evil Games Club, have released two episodes so far...
and this one
Martha in the Clubhouse
Martha in the recording studio aka "Clubhouse"
Stephen
Stephen
31 Dec 2019"100 times nice." 100th Episode Special [Nice Replay]

In this episode, your nice hosts celebrate 100 episodes of Nice Games! We reminisce a bit on how the podcast has been going and go behind the scenes on what it takes to release one of the episodes.

Thanks for listening to us 100 times!

100th Episode Special 

0:00:27
Our evil counterparts, Evil Games Club, have released two episodes so far...
and this one
Martha in the Clubhouse
Martha in the recording studio aka "Clubhouse"
Stephen
Stephen
29 Aug 2018"Don’t start with me." Pitching to Consoles; Turn-Based RPGs

This week, Mark doesn’t respect your secrets (but will keep them), Martha tells us where D&D really comes from, and Stephen reveals that he will play a Kirby RPG if someone makes one for him.

0:05:11

Pitching to Consoles

PlayStation

Information is on the PlayStation Partners site. Your first step is to fill out their company registration page.

Xbox

Information is on the ID@Xbox site. Before submitting your game, your first step will be to apply to the program with basic information about your company.

Nintendo

For Wii U and 3DS development, registration is open to all developers on their developer portal.

For Switch development, just send them an email! ThirdPartyPublisher@noa.nintendo.com.

General Business stuff

We talked about starting a business for your game studio in a previous episode.
06 Sep 2018Code Comment: "Verdant Skies"

This week, we look at Verdant Skies, the sci-fi life-simluation game from Howling Moon Software, available now on Steam, Itch, and Humble Bundle!

We're joined by two of the game's developers, Andy and Beth Korth, as well as their little one, Gabe. All three are making their second appearances in the clubhouse, as they were the program's very first guests back in our second episode (exactly 100 episodes ago)! We've already booked them for episode 202!

Video
11 Sep 2018"Put it in a WordSpace!" Modding; Self-publishing Must-haves

This week on Nice Games Club your nice hosts talk all about Modding and Self-Publishing Must-Haves. Stephen explains different viewpoints on mod-ownership, Martha goes fishing on easier mode and Mark makes too many gifs.

0:44:30

Self-publishing Must-haves

Learn more about how to make a good website on our Website topic in our episode
We have had friend of the pod/media relations wiz Holly Harrison on the show to talk about Community Management and Media Relations in our interview episode
18 Sep 2018"Safety gone!" Hub Worlds and Safe Houses; Environmental Storytelling

This week on the program, Mark starts playing Spider-Man, Stephen ignores your narrative, and Martha is very smart.

0:38:20

Environmental Storytelling

A screenshot of the
An image of some of the narrative-assisting collectables in Widget Satchel
Mark talks about the subtext of Metro Nexus' overworld maps in our episode topic on research for games.
25 Sep 2018Nice Games Jam: "Ha-Ha!"

This week on Nice Games Club we are trying out a new type of episode: Nice Games Jam! We get a topic from Martha’s boyfriend Dylan and then attempt to create a playable game by the end of the episode. We then include the rules here in the show notes for you to play at home!

Let us know what you think of this episode format on the feedback from!

Prompt
a realtime card game [for PC]
Game type
Card game
Materials

52 Card deck + two jokers

Six sided die (One per Player)

A stuffed trophy - we used a plush Toad! but a jesther hat would be the most appropriate

Setup
  • Each player starts with seven cards.
Rules
  • This game happens in real time. No turns!
  • Roll for six with the dice, if so draw a card then pass it or another card in your hand to someone
  • If you’re passed a card, you have to discard a card that was not passed to you.
  • Having a joker allows you to pick up the TROPHY (Toad) on a roll of six.
  • If you pick up the TROPHY (Toad), the game stops, you announce you have a joker and are looking for another, if someone has it they have to give it to you, the person losing a joker draws a card, the person gaining the joker discards a card.
  • If you have two jokers, you can end the game early by saying “haha!” at any point.
  • If you gain a joker you cannot discard it.
  • The game ends if someone says “haha!” or as soon as the deck runs out (and all card passes are resolved.)
  • If you have the highest poker hand, you win!
01 Jan 2019Nice Games Jam: "Pass them Laughs (Haha!)" [Nice Replay]

#105
2018.09.25

This week on Nice Games Club we are trying out a new type of episode: Nice Games Jam! We get a topic from Martha’s boyfriend Dylan and then attempt to create a playable game by the end of the episode. We then include the rules here in the show notes for you to play at home!

Let us know what you think of this episode format on the feedback from!

Prompt
a realtime card game [for PC]
Game type
Card game
Materials

52 Card deck + two jokers

Six sided die (One per Player)

A stuffed trophy - we used a plush Toad! but a jesther hat would be the most appropriate

Setup
  • Each player starts with seven cards.
Rules
  • This game happens in real time. No turns!
  • Roll for six with the dice, if so draw a card then pass it or another card in your hand to someone
  • If you’re passed a card, you have to discard a card that was not passed to you.
  • Having a joker allows you to pick up the TROPHY (Toad) on a roll of six.
  • If you pick up the TROPHY (Toad), the game stops, you announce you have a joker and are looking for another, if someone has it they have to give it to you, the person losing a joker draws a card, the person gaining the joker discards a card.
  • If you have two jokers, you can end the game early by saying “haha!” at any point.
  • If you gain a joker you cannot discard it.
  • The game ends if someone says “haha!” or as soon as the deck runs out (and all card passes are resolved.)
  • If you have the highest poker hand, you win!
02 Oct 2018"They don't call it 'full.'" Space Exploration games; Gaming Habits
10 Oct 2018Code Comment: "Adjacency"

This week’s episode is another edition of Code Comment, where your nice hosts look at the project, code, assets, and design of an indie game to see how it’s made.

This week we are joined by Farzan Fatemi of Sleepy Macaw to show us behind the scenes of his abstract puzzle game Adjacency, which is available now on Steam and Itch! Martha steals Mark's line, Stephen and Mark discuss the idiosyncrasies of Unity and at the end of the episode Farzan reveals some surprising opinions about puzzle games.

Buy Adjacency now on Steam and Itch!

Video
17 Oct 2018"All that and a bag of chips." 90s Consoles; Video Game Soundtracks

This week your Nice Hosts turn the Club House into a time machine to discuss 90s consoles and listen to some wicked video game soundtracks. Mark teaches us about LaserDisc, Martha is an 8-bit jukebox and Stephen ignores sick burns on jazz. Radical!

23 Oct 2018VR Workflows (with Krista McCullough)

On this week’s episode, your nice hosts talk with local artist/developer and VR Creative at Pixel Farm, Krista McCullough, about VR workflows and a lot more!

06 Feb 2017Extracurricular Activities (with Ryan Foss)

Once a month, the Twin Cities chapter of the International Game Developers Association holds a public meetup, where all are welcome to view presentations, plug their projects, and network with others.

As chair of the IGDA-TC, Ryan Foss coordinates and hosts the meetup, and his example helps foster a welcoming and supportive environment for Twin Cities gamedevs. In this episode, we talk to Ryan about what it takes to maintain an "extracurricular activity."

Extracurricular Activities

30 Oct 2018Self-education, et al. (with Freya Holmer)

Freya Holmér, co-founder of Neat Corporation (makers of VR stealth game Budget Cuts) and creator of Shader Forge, joins the clubhouse remotely from Sweden, while your nice hosts join Freya on her regular gamedev Twitch stream.

Freya outlines her theory of gamedev self-education, touching on themes from her Glitchcon 2018 keynote presentation, but wait, there's more! It's an episode that ends half-way though its running time but keeps going anyway, as we branch off into a wide range of topics,  including (but not limited to): the social habits of American vs. Swedish game developers, the difference between "duck" and "crouch," accidentally building a LGBT community, and the evolutionary advantage of believing in ghosts.

Self-education, et al.

Freya Holmér is game developer, co-founder of Neat Corporation (makers of VR stealth game Budget Cuts), and creator of developer tools including Shader Forge and Shapes. She spends a significant amount of time interacting with people on her gamedev Twitch stream.

06 Nov 2018"Game workers unite!" Game Dev as a Day Job; Unions

This week on Nice Games Club we talk all about the labor of love that is making games for a living: how it can be great, how it can be not-so-great and how it could get better. Mark reports back from a conference, Martha gets on her soap box and Stephen realizes this podcast has been about documenting his career journey this entire time.

15 Nov 2018"How would I know that?" Optimization; Pokémon

In this week's episode, Mark tackles optimization and Martha attempts to Catch 'em all.

0:04:53

Optimization

We talked about the Widget Satchel in a Code Comment Episode
Verdent Skies Code Comment
Spinning 3D lizzard Gif
Mark was able to quickly find this animated GIF in his archives. He made this 3D model of a lizard creature in the Summer of 1998 (it pre-dates Pokémon's arrival in the US!) using a Windows 95 program called Micrografx Simply 3D.
Leonardo Carneiro
Unity
15 Jan 2019Nicest of 2018

We're back with new episodes for the new year! Friend of the show Ellen Burns-Johnson joins us in the clubhouse for the annual Nice Games Club Nicest of 2018 where we talk about some games we liked that came out in 2018 - or at least that we played in 2018. Stephen is on brand with his signature fighting moves, Ellen has Unity in her sights for 2019, Martha has to think of new titles for herself, Mortho barges in to steal the show and Mark -twist- doesn't talk about a Star Trek game.

  • We will be there in Seattle this weekend!

  • You can attend the con remotely and watch live streams of the talks/live shows.
  • January 25-27, 2019

  • There is a free Diversity ticket option.
  • No experience required to jam.
  • Remember a healthy game dev is a better game dev so go home and sleep, eat, drink lots of water and don’t crunch- make a smaller game!
29 Jan 2019What We Did On Our Winter Break (2018-19)

Ellen Burns-Johnson joins us once again in the club house to discuss our work on Widget Satchel (a platformer staring an adorable ferret!) We talk all about what went well, what was challenging and what is still left to do.

What We Did On Our Winter Break (2018-19)

06 Feb 2019"Steal this episode." Writing for Games; Intellectual Property and the Public Domain

Your Nice Hosts are back from PodCon 2 and fresh off the Global Game Jam where Martha wrote a game for the first time! We talk all about that experience as well as celebrate Public Domain Day for the first time in 20 years. Mark guides us through the history of copyright, Stephen jams in 3D and Martha is a totally normal McElroy Fan (tmtmtmtm)

Photo by GLITCH

14 Jan 2020"Steal this episode." Writing for Games; Intellectual Property and the Public Domain [Nice Replay]

Your Nice Hosts are back from PodCon 2 and fresh off the Global Game Jam where Martha wrote a game for the first time! We talk all about that experience as well as celebrate Public Domain Day for the first time in 20 years. Mark guides us through the history of copyright, Stephen jams in 3D and Martha is a totally normal McElroy Fan (tmtmtmtm)

Photo by GLITCH

12 Feb 2019Nice Games Jam: "The Blizzard of Whatever Year That Was"

This week on the program we attempt another Nice Games Jam, where we are given a prompt from Martha's boyfriend (and Evil Games Club co-host) Dylan, which we have to use to create a playable game by the end of the episode.

The prompt was "Cold," owing to the extreme winter temperatures we were facing in Minnesota at the time of this recording.

We're hoping to do even more of these going forward, so let us know what you think of this episode format on the feedback from!

Prompt
Cold
Game type
Tabletop game
Player count
2-4
Materials

4-sided Die

4 Player Markers

Notepad to track player stats

Board

Setup

Board

Martha took a photo of what we were using to play the game during the recording of the episode:

And here's a rough mockup Mark made while editing this episode:

Rules

Goal

The goal of the game is to leave your house and run a quick errand during the worst blizzard of your lifetime.

Play

  • The board is split into 4 stages. On your turn, you roll a 4-sided die to determine your movement. When you reach the first square of the next stage (even if you are in the middle of your movement), you draw from a deck of "events/challenges" giving you an situation to deal with. After resolving the challenge, complete your movement (modified according to the result of the challenge, if any).
  • The game begins by having every player draw an event for the first stage (see below for event desciptions).
  • Play order is determined in descending order by who spent the most time outside during the Halloween Blizzard of 1991. If you are unable to determine play order using this method, figure something else out, I guess.
  • After every player draws an event for the first stage, all players will get dressed for their adventure by distributing winter gear stats...

Stats

  • Players get 9 points to distribute on winter gear. Points you don’t "spend" here are saved and can be used later at certain opportunities. Each player puts 0-4 points in each of three categories:
    • Shoes (to aid in snow-based challenges):
      • 0 points is gym socks and flip-flops.
      • 4 points is pac boots plus snowshoes.
    • Coat (to aid in wind-based challenges):
      • 0 points means just a T-shirt.
      • 4 points is a sweater under a hoodie under a heavy parka under a pea coat.
    • Gloves and Stuff (to aid in interaction-based challenges):
      • 0 points is bare hands/head
      • 4 points is wool-lined mittens with a pocket for your hand-warmers, an inch-thick balaclava, and an 8-foot tartan scarf.
  • Players also begin the game with 0 Cold Enough For Ya? points, and 3 Minnesota Nice points. Events in the game can add or subtract these points:
    • If you accumulate 3 Cold Enough For Ya? points, you lose the game by giving up and going home to bury yourself under 100 fleece blankets (role-play optional).
    • If you drop to 0 Minnesota Nice points, you may complete your errand, but you lose your Minnesota spirit (and also the game).

Challenges/Events

  • For the purposes of this prototype, rather than draw from a deck, roll a 4-sided die and use the challenges listed below.
  • 1st stage: "Getting out of the house"
    • 1 - Furnace out: +1Cold Enough For Ya?
    • 2 - You're snowed in: If you do not obtain a 3 or better in Shoes, you must end your turn when you reach your front door, no matter what your die roll is.
    • 3 - You slept in: Lose a turn.
    • 4: Whoops! Two errands: You must take "the long way" in the 3rd stage.
  • 2nd stage: "Getting to your car"
    • 1 - Car covered in snow: If you have 3 or greater in Gloves and Stuff, ignore this, otherwise, chose from these options:
      • Get rid of snow: +1Cold Enough For Ya?
      • Don’t get rid of snow, -1 to all die rolls in the 3rd stage.
    • 2 - Neighbor needs help shoveling: If you have any stat points saved over, you can spend one point to help your neighbor. If you do not have any points or don't want to spend one, -1Minnesota Nice. If you do spend a point, roll a 4-sided die:
      • 1 - "Thanks! I owe you one" You get nothing.
      • 2 - "Rough out there. I've got an extra coat if you want it" +2 to Coat.
      • 3 - +2 to Shoes.
      • 4 - +2 to Gloves and Stuff.
    • 3 - Slip on your sidewalk: Lose a turn as you lay embarrassed on the cold ground.
    • 4 - Freezing wind: If you have a 3 or greater in Coat, ignore this, otherwise, chose from these options:
      • Power though it: +1Cold Enough For Ya?
      • Move carefully: During this stage, you may only move one space per turn (if you have any movement left on this turn, you can move forward one space).
  • 3rd stage: "Making it to the store"
    • 1 - Car won’t start: Lose a turn while your neighbor helps you.
    • 2 - The roads are not plowed: If you have a 4 or greater in Shoes (for the purposes of this prototype, Shoes stands in for a Snow Tire stat), ignore this, otherwise, -1 to all die rolls in this stage.
    • 3 - A stranger spun out into a ditch: If you have any stat points saved over, you can spend one point to help the stranger. If you do not have any points or don't want to spend one, -1Minnesota Nice. If you do spend a point, roll a 4-sided die:
      • 1 or 2 - "Thanks! I don't have AAA." You get nothing.
      • 3 or 4 - "Let me pay you back somehow." +2 to Any Stat.
    • 4 - Car's heater is broken: +1Cold Enough For Ya?
  • 4th stage: "Picking up a half-gallon of milk"
    • 1 - Forgot your grocery list: Lose a turn as you sit and think.
    • 2 - The parking lot is snowed-in: If you have a combined 7 or greater in Shoes + Gloves and Stuff, ignore this, otherwise, -1 to all die rolls in this stage.
    • 3 - Help an old person with groceries: If you have any stat points saved over, you can spend one point to help the person. If you do not have any points or don't want to spend one, -1Minnesota Nice. If you do spend a point, roll a 4-sided die:
      • 1 or 2 - "You know, they used to have people for this." You get nothing.
      • 3 or 4 - "I'm on my way to the Goodwill, do you want anything?" +2 to Any Stat.
    • 4 - There's a line out the door!: Choose from these options:
      • -1Minnesota Nice as you shove your way past everyone.
      • +1Cold Enough For Ya? as you wait patiently.
19 Feb 2019"But other developers made it." Nice Games Bulletin

Extra Extra! Hear all about it! All the news that's fit to podcast! Join us in the Nice Games Clubhouse/Newsroom to hear all about the latest and greatest news from the video game world- at least latest and greatest from our vantage point in the past. Mark takes Valve to task, Martha makes a case for golf being interesting and Stephen is only here for the mechanics not the entertainment.

It's an episode full of releases, re-releases, spiritual successors, and "Epic" fails!

26 Feb 2019"It's Black History Month, y'all!" Audio Basics; Representation in Games

In this episode, your nice hosts make sure you know that Treasure Stack, the game Stephen "is paid to work on," is coming out Friday, March 1st!

Mark then gives a primer on some audio basics that will help you understand how sound works, and works in your game. Even if you're bored by that, be sure to stick around for a discussion Stephen leads about representation in games.

04 Feb 2020"It's Black History Month, y'all!" Audio Basics; Representation in Games [Nice Replay]
05 Mar 2019"Let Reggie get back to work." Fanbases; Game Design Balance

Your nice hosts are big fans of video games, video game makers, and podcasts. So in this episode we talk all about both sides of the creator-fan relationship and how to create perfect balance in both communicating with fans and telling them to go away so you can work on balancing your game design- our second topic. Stephen shows us how balancing multiplayer and single player games are the same thing, Martha isn't as unique as she thinks she is and Mark gets 7th tier internet famous. Sorry, he won't take direct fan mail- please send all your letters to Stephen.

Photo credit: Nintendo of America

13 Feb 2017"Can I tweet about this?" Glitch’s Immersion Program; Work/Life Balance; Tools of the Trade

It's an episode packed to the gills, hosted by two manatees and an otter!

Your hosts each talk about their time with Glitch's Immersion program, and Mark shares what he learned about its most recent cohort, which he filmed for an upcoming documentary.

We then bum ourselves out talking about how we never have enough time to work on our projects, but things pick up for the final segment as we gab about some of our our favorite gamedev tools, including a bunch of suggestions from listeners. Be sure to browse the links below to learn more about them!

0:04:00

Glitch’s Immersion Program

0:18:22

Work/Life Balance

12 Mar 2019Developer/Publisher Relations (with August Brown)

This week, August Brown (senior producer for Kongregate Publishing) enters the clubhouse to reveal the secrets of successful developer/publisher relationships!

Your nice hosts learn what publishers expect from a pitch, how forming a relationship with a publisher isn't always strictly business, and that publishers also think you're not charging enough money for your game.

Developer/Publisher Relations

August is a Senior Producer at Armor Games Studios. Formerly a Senior Producer for Kongregate Publishing.

21 Jan 2020Developer/Publisher Relations (with August Brown) [Nice Replay]

This week, August Brown (senior producer for Kongregate Publishing) enters the clubhouse to reveal the secrets of successful developer/publisher relationships!

Your nice hosts learn what publishers expect from a pitch, how forming a relationship with a publisher isn't always strictly business, and that publishers also think you're not charging enough money for your game.

Developer/Publisher Relations

August is a Senior Producer at Armor Games Studios. Formerly a Senior Producer for Kongregate Publishing.

20 Mar 2019"I definitely thought of that ahead of time." Localization Systems; Accessibility

In this episode your Nice Hosts talk all about two important aspects of game design that can help more people play your games- Localization Systems and Accessibility! Stephen drives in the snow, Martha gets her nails done and Mark tries to get the baby to go to sleep.

NOTE: The CVAA law that Martha talks a lot about in this episode applies -only- to chat systems in games not to game play. She didn't realize this at the time of recording- but all the things we talk about are still things to strive for in every part of your game!

Photo credit: Microsoft

02 Apr 2019"Does this game mechanic spark joy?" Team Building; Game Identities

Mark and Dale are at GDC so Ellen Burns-Johnson joins us to talk all about Team Building and Game Identities! Join us for this chill evening recording session and discuss the more existential side of game development. If you change a game completely is it still the same game you started with? Stephen builds a house, Ellen is a game feedback therapist and Martha gets lost in the waveform.

  • Mark and Dale are at GDC! The episode of their adventures actually came out *last* week (calendar math) so you can listen to it RIGHT NOW if you haven’t already
0:01:57

Team Building

Stephen's Global Game Jam Team
GGJ
Our episode on topic on Game Writing
Ellen's Global Game Jam Team
GGJ
26 Mar 2019GDC 2019 Special

Mark (and special guest Dale!) got back from GDC on a red-eye flight, took a quick nap, then immediately joined Martha and Stephen in the clubhouse to recap the year's largest gathering of game creators.

0:08:06

GDC 2019 Sessions

notgdc.fun
  • Indiepocalypse 14 v 18
0:53:56

Mark Does GDC Business

"Developer/Publisher Relations (with Kongregate’s August Brown)" Nice Games Club episode is a good episode to learn about meeting with a publisher
09 Apr 2019“I had a tiny violin around here somewhere…” Nice Games Bulletin

Join us in the Nice Games Clubhouse/Newsroom to hear the latest and greatest news from the video game world. Mortho makes a return (and another and another), Stephen doesn't want to say "git gud," (but...), Mark wants to press all the buttons, and (STOP THE PRESSES!) Martha likes board games now.

16 Apr 2019“Three-headed monster.” Resource Management in Games; Boss Battles

This week on Nice Games Club we talk all about Resource Management in Games and Boss Battles! Join us as we discuss mana, cooldowns, super meters and how to make boss battles unique but not frustrating. Martha takes the train, Stephen takes a test and Mark wonders what the appeal is.

0:07:58

Resource Management in Games

0:35:12

Boss Battles

23 Apr 2019“When two colors of paint really love each other…” Video Game Events; Color Theory

This week, Martha fills the clubhouse with tales of her trip to the League of Legends Spring Split event in St. Louis, Mark gets to talk about another of his wonky "nonsense topics," and Stephen can't quite explain what he doesn't like about a thing.

0:09:21

Video Game Events

Wikipedia
Hanna Rosen
The Atlantic
Leauge Championship Event 2019
Martha took pictures at the 2019 League Championship Series event she attended in St. Louis
Esports Chamion Celebration
0:32:58

Color Theory

Michael Moyer
Scientific American
Widget Satchel UI
Widget Satchel UI (many colors, lower contrast)
Metro Nexus User Interface
Metro Nexus UI (fewer colors, higher contrast)
Check out our recent episode where we discuss accessibility, including designing for color blindness.
30 Apr 2019Nice Games Jam: "Blob Ball"

This week on the program is another Nice Games Jam, where we are given a prompt from Martha’s boyfriend (and Evil Games Club co-host) Dylan, which we have to use to create a playable game prototype by the end of the episode.

The prompt was to create a paper prototype of a game that combines "hilarious movement" like in games like Gang Beasts or Octodad with a card game.

You can play the prototype of our creation "Blob Ball" at home using the rules below. Maybe we'll actually make the video game version sometime!

Prompt
create a paper prototype of a game that combines "hilarious movement" like in games like Gang Beasts or Octodad with a card game.
Game type
Paper prototype
Player count
3
Materials

3 decks of cards

1 joker to be the blob ball

Setup

2 decks of cards for the two players ( 1 Deck each)

  • Separate out the face cards
  • Place on the starting line for each player
  • Put all other cards aside

1 deck of card for the for AI physics

  • Sort into suits
  • Pull out Ace-4 and the face cards from the Hearts suit to make the blob movement Heart deck and set all other hearts aside
  • Give one suite deck other than hearts to each player and keep one for physics. These suit decks will be used to play war to determine who has control of the ball.

1 Joker to be the blob ball placed in the center of the field

Rules
  • Goal

    • Move blob past opponent’s starting line
  • Characters

    • Jack, moves 3 spaces without the ball, 1 space with the ball
    • Queen, moves 2 spaces with or without ball (ball can only move as fast as the slowest character on it)
    • King, moves 1 space with or without the ball
  • Each player has three actions to do things on their turn

    • Move a character (only can move an individual character once per turn)
    • Lift blob (auto chance to lift blob if the player ends turn with three cards on it)
    • Move blob (only once per turn- ball can only move as fast as the slowest character on it)
  • When picking up blob:

    • Need at least 3 cards on blob to pick it up.
    • Play “war” with AI physics player using the physics suit decks- higher card (plus any player bonus points) wins
      • Numbers worth their number (Ace is worth 1)
      • Jack = 11, Queen = 12, King = 13
    • Bonus for each card on blob: King +2, Queen +1, Jack +0
    • If opponent is also on the blob, they get to play in the war hand as well to defend with their bonuses and prevent blob movement
  • If blob falls out by Physics winning in “war”:

    • Throw ace of hearts to determine direction. The end point of the heart is the direction it moves
    • Draw from the Heart deck of Jack (worth 1), Queen (worth 1), King (worth 1), Ace (worth 1), 2, 3, and 4 to determine amount of movement.
07 May 2019“It’s time for Gex.” Nice Games Bulletin

It's another dispatch of the Nice Games Bulletin! Your nice hosts talk E3, Star Trek, and weaponized nostalgia, then eventually get around to discussing the latest news and releases in video games, including important developments in workers rights, console certification mishaps, and the live-action debut of more than one ugly rodent.

Timecode
0:28:15
27 Feb 2017Co-op Recap: Transmedia (with Felix Foster and Lane Davis)

On this Co-Op Recap episode, we welcome developer Lane Davis and writer Felix Foster, who were the co-facilitators of the Glitch Co-Op Talk about Transmedia and Intellectual Property.

Also, friend of the show Adia Alderson returns to fill in for Martha, who we all missed very dearly, but you wouldn't know it by how lively our conversation was. We really get into it!

Transmedia

Lane Davis is Game designer/developer and friend of the show. He develops Fingance with Stephen McGregor and his brother Charles McGregor, and is one of the favorite fans of the club.

13 May 2019“Once more with feeling!” Scoring Systems; Lives and Continues

This week on Nice Games Club we rack up a ridiculous number of points while discussing scoring systems, lives and continues! We debate whether these systems are relics from the arcade past or are still relevant game mechanics. Martha makes up numbers, Mark quantifies the Star Trek Universe and Stephen gets the high score.

0:15:10

Scoring Systems

0:38:52

Lives and Continues

21 May 2019“A secret room with secret stuff!” Game Length; Saving and Loading Systems

This week in the clubhouse, Stephen breaks the ice, Martha dreams of writing passwords, and Mark makes a Jurassic Park reference (@ us if you recognize it!).

0:13:08

Game Length

0:44:41

Saving and Loading Systems

We talked with Andy Korth about how he developed forward compatibility for the save system in Verdant Skies (among other topics) on an episode of Code Comment.
We talked with Andy Korth about how he developed forward compatibility for the save system in Verdant Skies (among other topics) on an episode of Code Comment.
28 May 2019Narrative Design (with Beth Korth)

This week we have Beth Korth of Howling Moon Software back to talk about Narrative Design and her process for designing and writing Verdant Skies! We talk all about the creative process from creating ideas in her head to writing in a markup language Andy created so she could control the game as she wrote dialogue and cut scenes.

Narrative Design

Beth's Notebook

Beth's notes on Naming Verdant Skies
Naming the game
Beth's notes on
Designing Heart Events:

More on "Verdant Skies"

https://www.kartridge.com/games/HowlingMoonSW/verdant-skies
Verdant Skies Code Comment
Martha plays Verdant Skies
04 Jun 2019“That wasn’t the angle I was going for.” Extra Modes; Unit Testing

This week in the clubhouse, Stephen wants do more with less, Mark wants to do more with more, and Martha wants to do less to more.

11 Jun 2019Nice Games Jam: "Rules"

This week is another Nice Games Jam! We got a prompt from Martha's Boyfriend Dylan to "make a puzzle game that includes a written document that updates as you play." You can play the game we came up with in the episode using the rules in the show notes below!

Prompt
Make a puzzle game that requires a text/readme file or some other sort of text thing that you have to use as a guide to figure out the game. Then as the level progresses, the guide changes, to be harder to understand, or to tell a story, or to taunt.
Game type
Tabletop game
Player count
2
Materials

Some set of blocks (we used 10 cubes), different colors

Pencil/Pen

Paper

Setup

The Codemaker comes up with sequence of blocks

Rules
  • The Codemaker creates a list of four rules to help the Codebreaker player guess the sequence
    • Rules cannot specifically place a cube in a place in the sequence
    • Rules can only involve one relationship between two sets of cubes
  • Read first rule, and the Codebreaker creates a pattern based on rule
  • If the sequence is not correct, read the next rule and have the Codebreaker make a new pattern based on the revealed set of rules
  • Repeat until the player has created the correct pattern
  • If the Codebreaker needs more than the four rules, the code maker then makes a new rule immediately, and the Codebreaker makes a new sequence with these rules.
  • The Codemaker can call for a mulligan up to 3 times total in the game so the player can make a new pattern with the same sets of rules
  • Scored based how many rules are needed before the code breaker solves the sequence
  • Some example rules:
    • 1. No same colors touching
    • 2. If a sequence of colors appears in the line, it must appear again in reverse
    • 3. Green cubes appear before yellow cubes
    • 4. Pink cubes appear in-between red cubes
    • 5. Any brown cube must touch a dark green cube
    • 6. A brown cube may not touch a red cube or a yellow cube
    • 7. Light versions of colors come before dark versions of colors
18 Jun 2019E3 2019 Special

Stephen's back from E3, and brought back tales of standing in line, going out at night, and staying in on Thursday. But before hearing about all the unreleased games Stephen played while in Los Angeles, your nice hosts discuss all the news and announcements from the show.

0:05:28

Google Stadia at E3 2019

0:34:50

Square Enix at E3 2019

0:38:27

Nintendo at E3 2019

0:54:37

Others at E3 2019

0:56:03

Stephen’s Travelogue!

That shop in Little Tokyo Stephen visited was Retro Game Camp LA.

25 Jun 2019"E for Everybody!" Patches and Add-on Content; International Age Ratings Systems

Stephen has been working on patches for Treasure Stack and Mark has been busy getting age ratings around the world for Widget Satchel so this episode is jam packed with knowledge! Mark tricks his parents, Martha hides from E.T. and Stephen balances the game.

0:15:29

Patches and Add-on Content

Treasure Stack on Steam (check out the patch notes to see an example of the patches Stephen has been working on)

0:15:29

International Age Ratings Systems

The IARC Rating system translates to many different international rating systems (like PEGI and ESRB) through surveys in digital storefront submission processes. Notable rating boards that do not participate in IARC are JERO (Japan) and GRB (Korea)

02 Jul 2019Running An Indie Studio (with Matt Gravelle)

This week, we welcome friend of the show Matt Gravelle into the clubhouse to talk about the ups and downs of, and lessons learned from, the decade-plus history of his indie game company, Graveck Interactive.

Topics include the early days of Unity, holding the top-selling spot in the iOS App Store for months(!), weird guidelines from film studios on licensed web games, creating VR experiences for medical applications, and more!

Running An Indie Studio

Get Optica on Android, iOS, or Steam!

Optica Screenshot
Optica

Get Strata on Android, iOS or Steam!

Strata Screenshot
Strata

Matt Gravelle is co-owner and director of production of Gravek Interactive.

08 Jul 2019Vampires! Nice Games Bulletin

All the news that fit to pod! Mark makes a Mario, Martha adds things to her wishlist and Stephen gets mad at his TV.

16 Jul 2019"Who approved these topics?" Designing Horror Games; Designing Sports Games

This week, your nice hosts talk about a pair of game genres that none of them are that wild about, and Mortho returns to brighten the proceedings!

0:44:37

Designing Sports Games

Mark couldn't find anything about the Minnesota professional basketball teams discussed in the episode, but he did find "Who wins a fight to the death, Lynx vs Wolf?" on Quora.

20 Feb 2017Solo Development (with Will Tice)

Developer, pixel artist, and YouTube vlogger Will Tice joins the club to talk about building his own game engine, and what it's like to go solo.

23 Jul 2019"We’re criming you!" Stealth Games; Motion Controls

This week your Nice Hosts appear out of nowhere to discuss Stealth Games and Motion Controls! Mark shoots lasers, Stephen time travels and Martha joins a geriatric gang.

Dishonored 2 cover art copyright Bethesda.

30 Jul 2019Nostalgia and the Lo-fi Aesthetic (with Marina Kittaka)

This week, your nice hosts are joined by Marina Kittaka, artist and co-developer on the upcoming Anodyne 2: Return to Dust.

Marina made the 30-foot journey from her desk to the clubhouse in order to discuss Anodyne's theme of nostalgia, the "personal" authenticity of the game's lo-fi PS1-era aesthetics, jumping in to her first 3D project, leveraging your limitations, and more!

Nostalgia and the Lo-fi Aesthetic

Wishlist/purchase Anodyne 2: Return to Dust on:
Steam | Itch.io | Kartridge | GoG

Sean Han Tani (@sean_HTCH) is Marina's development partner. His solo game All Our Asias was a inspiration for their current collaboration.

Analgesic Productions' previous titles:

07 Jan 2020Nostalgia and the Lo-fi Aesthetic (with Marina Kittaka) [Nice Replay]

Wishlist/purchase Anodyne 2: Return to Dust on:
Steam | Itch.io | Kartridge | GoG

This week, your nice hosts are joined by Marina Kittaka, artist and co-developer on the upcoming Anodyne 2: Return to Dust.

Marina made the 30-foot journey from her desk to the clubhouse in order to discuss Anodyne's theme of nostalgia, the "personal" authenticity of the game's lo-fi PS1-era aesthetics, jumping in to her first 3D project, leveraging your limitations, and more!

Nostalgia and the Lo-fi Aesthetic

Wishlist/purchase Anodyne 2: Return to Dust on:
Steam | Itch.io | Kartridge | GoG

Sean Han Tani (@sean_HTCH) is Marina's development partner. His solo game All Our Asias was a inspiration for their current collaboration.

Analgesic Productions' previous titles:

06 Aug 2019"Space ferret seeks PR support." Game Libraries; Marketing 001

While Stephen is away at the Game Devs of Color Expo in New York, Ellen Burns-Johnson joins in the club house to discuss organizing your game library and what to do when you actually know nothing about marketing. Martha throws it in the 'eh' pile, Mark delegates, and Ellen has it all under control.

0:02:49

Game Libraries

Michael McWhertor
Polygon

Adobe Flash Debug Downloads - The "Flash Player Projector" can open SWF files from your desktop or from a URL. It is a portable application that doesn't need to be installed.

Mark has been watching a lot of "old tech" content on YouTube lately

13 Aug 2019Nice Games Jam: "Ants of Destiny: Morsels of the Queen"

Ellen is back to help out with a Nice Games Jam! Our prompt: create a JRPG-inspired game in under an hour. But like any good JRPG, it took twice as long to complete as expected...

Ellen's handwritten notes are worth a look! (PDF)
And here's the Wikipedia page for Weevil, which Ellen wanted you to see.

Prompt
What would the Nice Games Club take on a JRPG be? Do that
Game type
Paper prototype
Player count
2
Setup

A two-person pen-and-paper RPG. One player portrays the party of ants, and the other player controls all enemies and narrates the story as the GM.

The Story

Your queen is dying, and for unknown reasons (foreshadowing!) your colony is running out of resources. You, a young worker ant, and your party of misfits must set out from your home to collect the extra food and supplies needed to save your colony, battling foes and overcoming challenges along the way!

Rules

The Party

Worker Ant (Player protagonist)
Bite (attack): 2
Carry (inventory): 5
Exo (armor): +0
Ability: "Defend" - Once per encounter, secretly choose (and write down) a party member. The next attack against that character will automatically fail. This remains in effect until an enemy attacks the selected player, or the player uses their ability.

Soldier Ant
Bite (attack): 3
Carry (inventory): 4
Exo (armor): +2
Ability: "Command" - Once per encounter, use this ability to grant an automatic success on a party member's next attack.

Flying Ant
Bite (attack): 1
Carry (inventory): 3
Exo (armor): -1
Ability: "Fly" - Once per encounter, choose an attack target, then exit play for this round. This character cannot be attacked by a non-flying enemy until they return at the start of the next round, when the attack is executed (as long as the target is currently in play).

Weevil (in disguise)
Bite (attack): 1
Carry (inventory): 4
Exo (armor): +4
Ability: "Push" - Once per encounter, you can select an enemy to remove from play until the end of the round. This enemy cannot attack or be attacked.

All party members have 10 hit points (HP).

Party stats
Move: 4

Overworld
The GM prepares a map on a 20x20 grid, with multiple paths, each ending with a resource. This map is kept hidden the player. The player has their own map, which starts out blank. The GM draws new information on this map as the player uncovers it.

Each path on the map has the following information/stats:

  • Sense threshold (the number the player must roll above to detect its existence)
  • The shape and length of the path on the map.
  • The "peril value" representing the number added to random encounter checks (1-3).
  • The type of resource at the end of the path (food, item, etc. During our playthough, we only used food).
  • The amount/value of the resource at the end of the path (food: 1-3)

Paths don't all have to start from the origin point of the party. Some can begin in the middle of another paths, but the party can only discover a path if they are within sensing range of the beginning (how near is that? Um, we didn't figure that out).

Overworld turn sequence

  1. Sense check: Player rolls 1d10. This value is compared against the "sense threshold" of each path which is within sensing range of the party. All paths whose sense threshold is equal to or below the value of the roll is "discovered" by the player. For each path whose sensing threshold is below the value of the roll, the player rolls another 1d10. The higher the roll result, the more information is revealed about it (1-3 no info, 4-7 some info, 9-10 all info). The exact information revealed is up to the GMs discretion. Paths which are revealed as a result of the initial roll being equal to the sensing threshold are discovered but no extra roll is made and no information is revealed.
  2. Move: Player chooses a path and advances along it equal to the number of spaces of the party's "move" stat.
  3. Random encounter check: The GM rolls 1d10. The "peril value" of the current path is added to the roll. The value is checked against an encounter table. This table (which, oops, we didn't create) would have more dangerous encounters the larger the number is, while the low range of numbers (say 1-4) would have no encounter at all.

Sense points
During the episode, we discussed letting the player "bank" sense points. For example, a player rolls a 9 on a sense check, but only chooses to use 6 and save the other 3. The GM then treats it as if the player rolled of 6, and the player now has 3 points to add as a modifier to future rolls.

Enemy Encounters
At the start of each round of battle, the player and the GM roll 1d10 for initiative. The higher roll goes first.

Each character has one action per round. Initiative passes between the player and the GM and the round is over when all characters and enemies have taken an action.

Actions

Attack: This is an opposed roll. The attacking character rolls 1d10. The defending character rolls 1d10, plus its Exo modifier. In the case of a successful attack, the defending character loses HP equal to attacker's attack stat. If the roll (including modifiers) is a tie, both players roll again with no modifiers to determine the result.

Ability: The character may use their ability instead of attacking.

After the player's party defeats certain opponents, its body can be converted into resources, which use up the "carry" stats of various party members, distributed as the player sees fit.

Obtaining resources
Once the party reaches the end of a path, the GM rolls 1d10 (in secret) to determine the state of the resources in this area. We develop a table for this during the episode, but it might go something like:

1 - 2: All resources are immediately available to collect.
3 - 5: Resources are trapped, players must attack or dismantle a barrier of some kind. The Exo value of the barrier is equal to this roll and the barrier's HP value is equal to a second 1d10 roll by the GM.
6 - 9: Resources are hidden, with this value being the threshold value the player must roll above in order to discover them one by one.
10: Resources are completely inaccessible.

If resources are trapped or hidden, the player can roll 1d10 to find them or attack the barrier to release them. After each attempt, an encounter check is made, so players will have to make calculated risks.

Once the player collects all resources, or declines further attempts to collect them, the party returns to the home colony, unloads thier resources, heals all their HP, and starts again on a new path.

Once the player brings 30 pieces of food (or some other metric of resources) back to the colony, the colony is saved! ...OR SO IT SEEMS!!

The Big Twist!

This is a JRPG-inspired game, so now it's time to turn the tables, expand the world to a preposterous scale, and raise the stakes as high (or higher) than makes any sense.

What the story twist is will be determined using a die roll from the GM.

1 - 3: An Evil Weevil Infiltration
It turns out the weevil in your party isn't the only "ant imposter" in your colony! Via a tearful confession, your weevil friend reveals that they have had a change of heart and must tell you the truth... your queen, and much of the high guard who protects the colony, have been replaced by EVIL WEEVILS in disguise! No wonder resources have been limited: The weevils have been stealing them! It's now up to you and your party to stop the them and win back your homeland!

4 - 6: Nearby Colony Has Incredibly Advanced Technology
A huge rumble shakes the ground. Suddenly, a fleet of dragonflies descends at the edge of the colony, dispensing super-soldier ants from a neighboring colony, who have somehow obtained unimaginably powerful technology. No wonder resources have been limited: the neighboring colony has developed... industry, evaporating water reserves and contaminating local food supplies! It's now up to you and your party to shut down their terrible war machine and bring peace back to the colony!

7 - 9: The Truman Show Ending
Wait, what's that? A violent shake disrupts the ground below, the walls around, and the ceilings above you! It's as if the entire colony has been knocked around and then dropped from a great height. Well, that's exactly what happened! It turns out, you've all been living in a large, artificial ant farm! No wonder resources have been limited: the human who is supposed to feed and take take of you has neglected their duties. It's now up to you and your party to rescue the members of your colony from this disaster, and find a way to break free of the plastic shell that represents your entire reality!

10: Roll again!

28 Jan 2020Nice Games Jam: "Ants of Destiny: Morsels of the Queen" [Nice Replay]

This week in the clubhouse, Stephen is still away in New York.

Ellen is back to help out with a Nice Games Jam! Our prompt: create a JRPG-inspired game in under an hour. But like any good JRPG, it took twice as long to complete as expected...

Ellen's handwritten notes are worth a look! (PDF)
And here's the Wikipedia page for Weevil, which Ellen wanted you to see.

Prompt
What would the Nice Games Club take on a JRPG be? Do that
Game type
Paper prototype
Player count
2
Setup

A two-person pen-and-paper RPG. One player portrays the party of ants, and the other player controls all enemies and narrates the story as the GM.

The Story

Your queen is dying, and for unknown reasons (foreshadowing!) your colony is running out of resources. You, a young worker ant, and your party of misfits must set out from your home to collect the extra food and supplies needed to save your colony, battling foes and overcoming challenges along the way!

Rules

The Party

Worker Ant (Player protagonist)
Bite (attack): 2
Carry (inventory): 5
Exo (armor): +0
Ability: "Defend" - Once per encounter, secretly choose (and write down) a party member. The next attack against that character will automatically fail. This remains in effect until an enemy attacks the selected player, or the player uses their ability.

Soldier Ant
Bite (attack): 3
Carry (inventory): 4
Exo (armor): +2
Ability: "Command" - Once per encounter, use this ability to grant an automatic success on a party member's next attack.

Flying Ant
Bite (attack): 1
Carry (inventory): 3
Exo (armor): -1
Ability: "Fly" - Once per encounter, choose an attack target, then exit play for this round. This character cannot be attacked by a non-flying enemy until they return at the start of the next round, when the attack is executed (as long as the target is currently in play).

Weevil (in disguise)
Bite (attack): 1
Carry (inventory): 4
Exo (armor): +4
Ability: "Push" - Once per encounter, you can select an enemy to remove from play until the end of the round. This enemy cannot attack or be attacked.

All party members have 10 hit points (HP).

Party stats
Move: 4

Overworld
The GM prepares a map on a 20x20 grid, with multiple paths, each ending with a resource. This map is kept hidden the player. The player has their own map, which starts out blank. The GM draws new information on this map as the player uncovers it.

Each path on the map has the following information/stats:

  • Sense threshold (the number the player must roll above to detect its existence)
  • The shape and length of the path on the map.
  • The "peril value" representing the number added to random encounter checks (1-3).
  • The type of resource at the end of the path (food, item, etc. During our playthough, we only used food).
  • The amount/value of the resource at the end of the path (food: 1-3)

Paths don't all have to start from the origin point of the party. Some can begin in the middle of another paths, but the party can only discover a path if they are within sensing range of the beginning (how near is that? Um, we didn't figure that out).

Overworld turn sequence

  1. Sense check: Player rolls 1d10. This value is compared against the "sense threshold" of each path which is within sensing range of the party. All paths whose sense threshold is equal to or below the value of the roll is "discovered" by the player. For each path whose sensing threshold is below the value of the roll, the player rolls another 1d10. The higher the roll result, the more information is revealed about it (1-3 no info, 4-7 some info, 9-10 all info). The exact information revealed is up to the GMs discretion. Paths which are revealed as a result of the initial roll being equal to the sensing threshold are discovered but no extra roll is made and no information is revealed.
  2. Move: Player chooses a path and advances along it equal to the number of spaces of the party's "move" stat.
  3. Random encounter check: The GM rolls 1d10. The "peril value" of the current path is added to the roll. The value is checked against an encounter table. This table (which, oops, we didn't create) would have more dangerous encounters the larger the number is, while the low range of numbers (say 1-4) would have no encounter at all.

Sense points
During the episode, we discussed letting the player "bank" sense points. For example, a player rolls a 9 on a sense check, but only chooses to use 6 and save the other 3. The GM then treats it as if the player rolled of 6, and the player now has 3 points to add as a modifier to future rolls.

Enemy Encounters
At the start of each round of battle, the player and the GM roll 1d10 for initiative. The higher roll goes first.

Each character has one action per round. Initiative passes between the player and the GM and the round is over when all characters and enemies have taken an action.

Actions

Attack: This is an opposed roll. The attacking character rolls 1d10. The defending character rolls 1d10, plus its Exo modifier. In the case of a successful attack, the defending character loses HP equal to attacker's attack stat. If the roll (including modifiers) is a tie, both players roll again with no modifiers to determine the result.

Ability: The character may use their ability instead of attacking.

After the player's party defeats certain opponents, its body can be converted into resources, which use up the "carry" stats of various party members, distributed as the player sees fit.

Obtaining resources
Once the party reaches the end of a path, the GM rolls 1d10 (in secret) to determine the state of the resources in this area. We develop a table for this during the episode, but it might go something like:

1 - 2: All resources are immediately available to collect.
3 - 5: Resources are trapped, players must attack or dismantle a barrier of some kind. The Exo value of the barrier is equal to this roll and the barrier's HP value is equal to a second 1d10 roll by the GM.
6 - 9: Resources are hidden, with this value being the threshold value the player must roll above in order to discover them one by one.
10: Resources are completely inaccessible.

If resources are trapped or hidden, the player can roll 1d10 to find them or attack the barrier to release them. After each attempt, an encounter check is made, so players will have to make calculated risks.

Once the player collects all resources, or declines further attempts to collect them, the party returns to the home colony, unloads thier resources, heals all their HP, and starts again on a new path.

Once the player brings 30 pieces of food (or some other metric of resources) back to the colony, the colony is saved! ...OR SO IT SEEMS!!

The Big Twist!

This is a JRPG-inspired game, so now it's time to turn the tables, expand the world to a preposterous scale, and raise the stakes as high (or higher) than makes any sense.

What the story twist is will be determined using a die roll from the GM.

1 - 3: An Evil Weevil Infiltration
It turns out the weevil in your party isn't the only "ant imposter" in your colony! Via a tearful confession, your weevil friend reveals that they have had a change of heart and must tell you the truth... your queen, and much of the high guard who protects the colony, have been replaced by EVIL WEEVILS in disguise! No wonder resources have been limited: The weevils have been stealing them! It's now up to you and your party to stop the them and win back your homeland!

4 - 6: Nearby Colony Has Incredibly Advanced Technology
A huge rumble shakes the ground. Suddenly, a fleet of dragonflies descends at the edge of the colony, dispensing super-soldier ants from a neighboring colony, who have somehow obtained unimaginably powerful technology. No wonder resources have been limited: the neighboring colony has developed... industry, evaporating water reserves and contaminating local food supplies! It's now up to you and your party to shut down their terrible war machine and bring peace back to the colony!

7 - 9: The Truman Show Ending
Wait, what's that? A violent shake disrupts the ground below, the walls around, and the ceilings above you! It's as if the entire colony has been knocked around and then dropped from a great height. Well, that's exactly what happened! It turns out, you've all been living in a large, artificial ant farm! No wonder resources have been limited: the human who is supposed to feed and take take of you has neglected their duties. It's now up to you and your party to rescue the members of your colony from this disaster, and find a way to break free of the plastic shell that represents your entire reality!

10: Roll again!

20 Aug 2019"Explosions!" Power Fantasies; Game Trailers

This week your Nice Hosts break open Power Fantasies and Indie Game Trailers and analyze what makes them work! Can boredom be a game mechanic? Is the age old storytelling rule "show don't tell" actually bad advice for indie game trailers? Can a power fantasy game really ever have too many explosions??

Picture credit Gearbox Software

0:18:08

Power Fantasies

Monster Den was a game store/event space in Minneapolis where Martha first played Halo- there is a different game store there now called Dreamers Vault Games

0:43:27

Game Trailers

29 Aug 2019User Interfaces (with Jajeev Nithiananda)

This week your nice hosts are joined in the clubhouse by visual artist and games UI designer Jajeev Nithiananda. He talks the good and bad of game UI, working with demanding clients and argumentative co-workers, and explains how function and form must work together to create a good experience for the player.

03 Sep 2019"There's loot in your DNA!" Nice Games Bulletin

It's Nice Games Bulletin time! We bring you all the news from the video game world leaving no stone unturned. We’ve got news in all varieties- Nice News, Medium News, Bad News and Dad News! So much news! Join your Nice Hosts as we sort it all out.

Photo credit: Foam Sword Games- Knights and Bikes promo screenshot

Games:

  • Knights and Bikes
  • Man of Median
  • Control
  • Remnant: From the Ashes
  • Astral Chain
  • Telling Lies
  • Ancestors: The Humankind Odyssey
  • Monster Hunter World Iceborne
  • NBA 2K20
  • Gears of War 5
  • Anodyne 2
Timecode
0:16:10

PAX stuff is happening/has happened!

Friend of the show Beth Korth was on a panel at PAX DEV about diversity consulting but since there doesn’t seem to be a way to watch it yet check out our interview with her about Narrative Design!

Timecode
0:17:29
Not Nice News :( 

People you should totally hire because they are amazing:

Content Warning: sexual assault and abuse- if you don’t want to hear discussion about these topics please skip from [19:59] to [23:50]

Content Warning: transphobia, homophobia, sexism - if you don’t want to hear discussion about these topics skip from [23:50] to [28:41]

10 Sep 2019"In situ." Rumble; Making Games for Spaces

It's still Wednesday in the clubhouse, which means an extra-long meta section where your nice hosts discuss showing off games at the recent 2DCon convention, Martha maturing both as a person and a culture, and what it feels like to have your words translated into Japanese.

Oh, and we talk about designing rumble for your game, and close out the show with a great discussion about making games designed for unique spaces, including perhaps a preview of a future Nice Games Jam.

17 Sep 2019"Intentionally random." XOXO Festival; Randomization

This week Martha just got back from the XOXO Festival and Conference in Portland! She gives a run down of all the cool video game related content and what it was like to be there. Then Stephen talks all about Randomization and how you can use it to enhance or detract from your game. Stephen manipulates the RNG, Mark doesn’t understand loot color coding, and Martha just wants to sort things.

25 Sep 2019Nice Games Jam: "Buttons and Triggers and Sticks, Oh My!"

It's another Nice Games Jam! This time, our boyfriend Dylan sent in a particularly interesting challenge, asking your nice hosts to design a game where the player's load-out impacts the game's controls.

After an aborted attempt to make it into a game consisting of physical props, we came up with a very strange concept for a video game where you equip and battle a bunch of different controllers as if they were Pokémon or something!

Prompt
Design a game where the player's load-out impacts the game's controls.
Game type
Paper prototype
Player count
2-4
Materials

A controller of your choosing

Pieces to "slot" to your controller's buttons

Setup

"Buttons and Triggers and Sticks, Oh My!" (Prototype)

In this game, you control a "battlebot" vehicle that you configure using equipment and weapons that are auctioned off between players before the match. The twist is that your bot is a vehicle shaped like the actual controller you play the game with, and its capabilities are determined by the physical configuration of the input elements. Want a different bot, you gotta plug in a different controller!

Controllers

Each controller, from a knock-off Xbox 360 controller to a Nintendo Switch Joy-Con, has a list of "inventory slots" which line up with the physical controller's buttons and input elements. Items placed in these slots are "attached" to the in-game representation of the controller.

Each controller also has general properties such as hull strength and overall weight, and controllers with special properties like rumble, motion controls, or expansion ports would have additional in-game potential. Additionally, wired controllers would have different properties than wireless controllers, etc.

Equipment

Each piece of equipment has the following characteristics:

  • Type
    • Movement
    • Engines
    • Ranged weapons
    • Melee weapons
    • Traps/environment
    • Shields
    • Bonus/special items
  • Stats: depends on type. Engines would have speed/power stats and weapons would have damage stats, for example.
  • Input compatibility: Which set of buttons, sticks, and/or triggers can this equipment be attached to? For example, the Z button on a Saturn controller is a face button, but it's a trigger on a Nintendo 64 controller. A machine gun might be placed on a trigger, or it could be placed on an analog stick and work as a turret! Maybe certain items can only be placed on controllers that have a "Select" button, etc.
Rules

Auction

Players configure their loudouts from stratch before every match, at the same time, using an auction system. Pieces of equipment comes up for auction one-by-one.

First, players are given vague information about the next item up for bid, and may pre-bid for it, gambling that it will be something useful to them.

If no player pre-bids for the item, it is fully revealed and players bid normally for it. Certain items will be incompatible for certain controllers, but a player may wish to bid on it anyway to deny it to another player (maybe they can then "melt down" the unwanted piece of equipment for some other resource).

This process continues either until all players are out of resources, or all the items (some subset of the total items in the game) have been put up for auction.

Resources could be limited, meaning that high-bidding contests would result in weaker players and more tactical, less chaotic matches (since all equipment would be expensive). Alternately, resources could be plentiful, providing players with lots of options, and any left over resources could be used to power and/or upgrade equipment, providing some motivation not to overspend for equipment.

Gameplay

Battles would be essentially multiplayer deathmatchs, where each player operates the equipment they've equipped to thier vehicle by using the input element they've assigned it to.

Battles would be heavily focused on targeting other players various equipment, in order to disable or destroy them.

Play could work using a 3rd person "Mario Kart/Twisted Metal battle mode" style of skill-based play, or perhaps it could use a Fallout VATS style targeting system where players would need to assign targets in real-time but would only need to hit the other player (letting an RNG system determine how successful the hit was)

The game might include other genre staples like item pickups (energy, ammo, etc).

Campaign/Progression?

Outside of regular matches, perhaps players could run campaigns where the results of each match would provide winnings that they can later use to upgrade their vehicle or purchase new equipment.

11 Feb 2020Nice Games Jam: "Buttons and Triggers and Sticks, Oh My!" [Nice Replay]

This week's episode is sponsored by Codecks, the project management tool for game developers, by game developers! Sign up for free at http://codecks.io/nicegamesclub to let them know we sent you!

It's another Nice Games Jam! This time, our boyfriend Dylan sent in a particularly interesting challenge, asking your nice hosts to design a game where the player's load-out impacts the game's controls.

After an aborted attempt to make it into a game consisting of physical props, we came up with a very strange concept for a video game where you equip and battle a bunch of different controllers as if they were Pokémon or something!

Prompt
Design a game where the player's load-out impacts the game's controls.
Game type
Paper prototype
Player count
2-4
Materials

A controller of your choosing

Pieces to "slot" to your controller's buttons

Setup

"Buttons and Triggers and Sticks, Oh My!" (Prototype)

In this game, you control a "battlebot" vehicle that you configure using equipment and weapons that are auctioned off between players before the match. The twist is that your bot is a vehicle shaped like the actual controller you play the game with, and its capabilities are determined by the physical configuration of the input elements. Want a different bot, you gotta plug in a different controller!

Controllers

Each controller, from a knock-off Xbox 360 controller to a Nintendo Switch Joy-Con, has a list of "inventory slots" which line up with the physical controller's buttons and input elements. Items placed in these slots are "attached" to the in-game representation of the controller.

Each controller also has general properties such as hull strength and overall weight, and controllers with special properties like rumble, motion controls, or expansion ports would have additional in-game potential. Additionally, wired controllers would have different properties than wireless controllers, etc.

Equipment

Each piece of equipment has the following characteristics:

  • Type
    • Movement
    • Engines
    • Ranged weapons
    • Melee weapons
    • Traps/environment
    • Shields
    • Bonus/special items
  • Stats: depends on type. Engines would have speed/power stats and weapons would have damage stats, for example.
  • Input compatibility: Which set of buttons, sticks, and/or triggers can this equipment be attached to? For example, the Z button on a Saturn controller is a face button, but it's a trigger on a Nintendo 64 controller. A machine gun might be placed on a trigger, or it could be placed on an analog stick and work as a turret! Maybe certain items can only be placed on controllers that have a "Select" button, etc.
Rules

Auction

Players configure their loudouts from stratch before every match, at the same time, using an auction system. Pieces of equipment comes up for auction one-by-one.

First, players are given vague information about the next item up for bid, and may pre-bid for it, gambling that it will be something useful to them.

If no player pre-bids for the item, it is fully revealed and players bid normally for it. Certain items will be incompatible for certain controllers, but a player may wish to bid on it anyway to deny it to another player (maybe they can then "melt down" the unwanted piece of equipment for some other resource).

This process continues either until all players are out of resources, or all the items (some subset of the total items in the game) have been put up for auction.

Resources could be limited, meaning that high-bidding contests would result in weaker players and more tactical, less chaotic matches (since all equipment would be expensive). Alternately, resources could be plentiful, providing players with lots of options, and any left over resources could be used to power and/or upgrade equipment, providing some motivation not to overspend for equipment.

Gameplay

Battles would be essentially multiplayer deathmatchs, where each player operates the equipment they've equipped to thier vehicle by using the input element they've assigned it to.

Battles would be heavily focused on targeting other players various equipment, in order to disable or destroy them.

Play could work using a 3rd person "Mario Kart/Twisted Metal battle mode" style of skill-based play, or perhaps it could use a Fallout VATS style targeting system where players would need to assign targets in real-time but would only need to hit the other player (letting an RNG system determine how successful the hit was)

The game might include other genre staples like item pickups (energy, ammo, etc).

Campaign/Progression?

Outside of regular matches, perhaps players could run campaigns where the results of each match would provide winnings that they can later use to upgrade their vehicle or purchase new equipment.

13 Mar 2017"We are artists and we should be artists." Demoing and Playtesting; Project Management; Messages and Meanings

A day late but worth the wait! In this high signal-to-noise roundtable episode, each member of the club picks a topic that they are particularly passionate about:

Stephen shares his wisdom and guidance about playtesting your work early and often, Martha helps you get your act together in a practical discussion about project management, and Mark tries to explain the obligation he feels as an artist, but picks a weird hill to die on as he wrongly insists that Portal 2 isn't really about anything.

We're trying to make the show even better and we need your input! Be nice and visit our feedback form to tell us what you think!

0:03:27

Demoing and Playtesting

0:33:26

Project Management

The Blue Yarn
99% Invisible
NUMMI
This American Life

David Megarry's Three Questions all project managers should ask:
“Do you have all the resources you need?"
"Do you have any roadblocks or impediments?"
"Are you on schedule?”

“A project manager (PM) is more of a problem solver than anything else. If you don’t have the resources, the PM finds them. If there are roadblocks, the PM helps to find a way to get around them. If not on schedule, the PM alters it or adds more resources or changes scope. Above all, the PM communicates with management as to the state of the project so they can make proper decisions and not be blindsided or surprised.” -David Megarry

0:52:56

Messages and Meanings

18 Dec 2018"We are artists and we should be artists." Demoing and Playtesting; Project Management; Messages and Meanings [Nice Replay]

A day late but worth the wait! In this high signal-to-noise roundtable episode, each member of the club picks a topic that they are particularly passionate about:

Stephen shares his wisdom and guidance about playtesting your work early and often, Martha helps you get your act together in a practical discussion about project management, and Mark tries to explain the obligation he feels as an artist, but picks a weird hill to die on as he wrongly insists that Portal 2 isn't really about anything.

We're trying to make the show even better and we need your input! Be nice and visit our feedback form to tell us what you think!

Demoing and Playtesting

0:03:27

Project Management

0:33:26

David Megarry's Three Questions all project managers should ask:
“Do you have all the resources you need?"
"Do you have any roadblocks or impediments?"
"Are you on schedule?”

“A project manager (PM) is more of a problem solver than anything else. If you don’t have the resources, the PM finds them. If there are roadblocks, the PM helps to find a way to get around them. If not on schedule, the PM alters it or adds more resources or changes scope. Above all, the PM communicates with management as to the state of the project so they can make proper decisions and not be blindsided or surprised.” -David Megarry

01 Oct 2019Board Game Design (with David R. Megarry)

It's our 150th episode! To celebrate we finally have Martha's dad David R. Megarry on the show to talk about designing board games and specifically designing the fantasy adventure board game Dungeon! We get to hear the inspiration behind some of the now iconic game mechanics, unexpected lessons he learned along the way and why community is so important to a game designer. We even hear some stories Martha didn't know before!

Board Game Design

On the Board Game Geek page for Dungeon! you can see pictures of many different editions of the game- including different iterations of the board, cards and player pieces.
A historically accurate version of the game made a cameo on an episode of Stranger Things! [ADD PHOTO HERE]
08 Oct 2019"I don't always want to do that." Holistic Game Design; Work/Life Balance

Your nice hosts catch up on all the game releases that gamedev Twitter was going on about during the last few weeks. We then talk about how it all comes together, and revisit an old topic, now that nearly three years have passed and so much has changed.

0:20:11

Holistic Game Design

0:49:10

Work/Life Balance

15 Oct 2019"Casper the Not-So-Friendly Goose." Nice Games Bulletin

"HONK!" It's time for another Nice Games Bulletin! We talk about recent releases, game industry news...and also Star Trek news because we can't help it.

22 Oct 2019"She also cheats a lot." Multi-Generational Gaming; Noble Failures

It's story time this week in the clubhouse. Featuring updates on projects from Martha, endless family game fights with Stephen, and Mark's shady past as a rhythm game DJ (he needed the money, but there was no money).

0:32:44

Noble Failures

Here's a video of the RBN Megamix project for Rock Band Network that Mark worked on and "DJ'ed." If you have Rock Band 4, you can still download it here for Xbox One, although it's no longer free (sadly, Mark doesn't get royalties for it).

29 Oct 2019"Abstracted to the point of silliness." Finding Fidelity; Taking Feedback

Mark is away this week, so Ellen Burns-Johnson joins us once again as a guest host! We get philosophical and reflective in this episode, talking about finding "fidelity" and taking in constructive criticism. What can you make abstract in your game and what needs to be realistic? How do you take negative feedback with grace? Is it the players who are wrong, or are you just not asking the right questions?

05 Nov 2019Agile Development (with Eric Johnson)

With Mark still away, Ellen returns to in the clubhouse for another episode! This week, she invited her husband, strategy consultant / Agile coach / Scrum Master Eric Johnson, to discuss Agile Development and iterative workflows.

Agile Development

06 Jan 2021Agile Development (with Eric Johnson) [Nice Replay]

This week's episode was edited by our social media manager (and Mark's wife) Dale LaCroix. Big thanks to her for stepping in while Mark was busy being crushed under the weight of prepping Widget Satchel for release later this month!

With Mark still away, Ellen returns to in the clubhouse for another episode! This week, she invited her husband, strategy consultant / Agile coach / Scrum Master Eric Johnson, to discuss Agile Development and iterative workflows.

Agile Development

12 Nov 2019"All your maps are belong to us." Localization; Navigation; Dale’s Additional Travel Tips

Nice Games Club Social Media Manager (and Evil Games Co-host) Dale LaCroix joins us to discuss Localization and Navigation, both in games and IRL. Is Google Translate enough for your game? Will your awesome pun work in Spanish? What do Ikea and airports have to do with level design? Stick around past the outro for more Dale Travel Tips!

1:00:52

Navigation

1:23:55

Dale’s Additional Travel Tips

19 Nov 2019Nice Games Jam: "Reravel: A Backwards Storytelling Game"

This week, our boyfriend Dylan gave your nice hosts a prompt to create "a narrative game where the story is told backwards." This one is a slow burn, but it really cooks by the end!

With Stephen still away, Dale LaCroix (she of Evil Games Club and your nice social media manager) re-enters in the clubhouse to help create this week's game.

But Dale didn't just join your nice hosts for this week's jam. She also took the resulting game and made improvements once the recording stopped! Not only that, but she's going to keep working on it. It will be at Glitch's December Play/Test event if you want to play the latest version!

Our original rules are presented below, and Dale's "first revised edition" is presented below that...

Prompt
Make "a narrative game where the story is told backwards."
Game type
Tabletop game
Player count
2-4
Materials

END CARDS: 7 possible endings to your story

SETTING CARDS: Places the story could take place

PLOT CARDS: Events that might take place in your story

MAIN DECK: This is made up of several different types of cards:

Character Cards - Describes the occupation or description of people who will be in your story

Noun Cards - Describes items that will be in your story

Editor Notes - Special instructions from your editor, this might include directions such as this next scene takes place in a different setting, or that someone in your story is not who you think they are.

Setup

Deal the following:

  • One ‘Setting’ card. Deal face up and place it on top of the Setting deck.
  • Three 'Main Deck' Cards. Deal face up. These will be the Goal Cards; if there are any Editor Note cards, place these at the bottom of the main deck and re-deal so that there are three total Main Deck cards representing the Goal Cards.
  • One ‘The End’ card. Deal face up and place this on top of the Setting deck.
  • Four ‘Plot’ Cards. Deal face down. One will be revealed each round during rounds 2-5.
Rules

A photo of the prototype materials used during this episode.

ORIGINAL Rules

STEP ONE: Start with the END Scenario

We randomly selected by rolling a six-sided die, for the six END SCENARIOS:

  1. Death
  2. Getting off a plane
  3. A big hug / reunion
  4. The end of a wedding
  5. Getting on a plane
  6. Falling off a cliff

Also pick a character card from the deck - draw and discard until you get one - or roll a 20 sided die and table in step 2

STEP TWO: Each Player picks a “card” and adds a detail about the card information that they picked.

The FIRST ROUND will be picked from a separate pile of END SCENARIO DETAILS:

  1. Wine stain
  2. Explosion
  3. Sight bruise to the upper arm
  4. Knife
  5. Spilled Milk
  6. Bloody nose
  7. Broken Sunglasses
  8. Frostbite
  9. Somebody is wearing sweatpants
  10. An orange

To mimic a card draw this use the following table:

(Roll a 6-sided die, then a 20-sided die)

  1. A participant
    1. Shopkeeper
    2. Cleric
    3. Magician
    4. Bride
    5. Captain
    6. Peasant/Passenger/Guest
    7. Bartender
    8. Detective
    9. Chef
    10. Child
    11. (for 11-20, duplicate 1-10)
  2. A setting
    1. Forest
    2. Mall/ Market
    3. Tavern
    4. School
    5. Meadow
    6. Ship
    7. Bridge
    8. Office
    9. Home
    10. Castle
    11. (for 11-20, duplicate 1-10)
  3. An action or event
    1.  Robbery
    2. Fight
    3. Crash
    4. Bees!
    5. Heart Attack
    6. Lunchtime
    7. Childish Insult
    8. Ankle Sprain
    9. Caught in Traffic
    10. Overslept or Fall Asleep
    11. (for 11-20, duplicate 1-10)
  4. An item
    1.  Pen
    2. Cable
    3. Knife
    4. Oven
    5. Communication Device (Letter, Phone)
    6. Mushroom
    7. Boot
    8. Cat
    9. Book
    10. Sock
    11. Flute
    12. Arrow
    13. (for 13 - 20, more cats, I guess?)
  5. ROLL AGAIN
  6. A participant (use list from 1)

STEP THREE: Together the group makes up a story about how each item goes together in this scene to lead up to the established story

STEP FOUR: Repeat for each previous “scene”. Each Scene will take place at some earlier point in time, it may be minutes, hours, days or months earlier. You decide what fits your story best.

STEP FIVE: The fifth round is your inciting incident, the event that kicked off your story.

SCORING: We haven’t figured this out, we discussed awarding points based on if random events happened during the story, such as:

Scoring Events:

  1. Bloody Nose
  2. Weather Event
  3. Somebody Tripped
  4. Somebody got dumped
  5. Somebody cries
  6. The Devil shows up
  7. Someone left to go to the bathroom
  8. There was kissing

Or awarding points with a judge or game master….

UPDATED Rules by Dale

"Re-ravel: A backwards storytelling game" (working title)

Introduction

Have you ever heard the phrase, a camel is a horse designed by a committee? It’s a proverb about the faults of having too many designers in a room, causing a final poor design. The goal to this game is to write a story with your friends, but to protect against the story trailing off, like so many comedy sketches, your editor came up with the perfect ending, start with the ending! And it turns out there are only so many endings in human playbook.

Each Game is made out of 5 Rounds or Acts, each moving backward in time.

Three cards from the main deck are selected as goal cards. These can be used in your story at any time. Using each card is worth 1 million points for the team. If an editor note card selected as a goal card, this should be discarded to the bottom of the main deck.

The last round, representing the first part of your story, will be the inciting incident.

Goal

Create a coherent story while using each of the three elements from the goal cards with your writing committee

Round 1: The End Round

Each Player draws a card. For this round only, if you get a Editor’s note, redraw

One at a time. each player reveals their card, and creates one detail or fact about the item or character that they drew, and places the card near the ‘End Card.’ This fact should not relate to anything already placed on the board. The order of players does not matter

Examples:

  • Character Card - the Cleric - the cleric has a fancy hat
  • Item Card - Wine Stain - the wine stain is on somebody’s white shirt
  • Item Card - An Orange - The orange is part of basket of fake fruit

Together the players craft a scene in which all the elements are used, and results in the ending within the setting. At any time the players may pull in the elements on the goal cards

Rounds 2-4: The Middle Rounds

  1. Each Player draws a card.
  2. Each player reveals their card
  3. Adds a detail about their card (as in round one) unless it is a ‘Editor’s Note’ Card
  4. Places the card near the next face down Plot Card
  5. If a Editor’s Note Card is drawn, follow the directions on the card.
  6. When all the elements of the story, the Plot Card is then revealed.

The players then craft the scene. They must use all the elements that were revealed this round. They may use any elements that were revealed in the previous round (i.e. later in the story). They may use any of the elements from the goal cards at any time. The scene should connect and make story-scene with the other scenes that have been crafted.

Round 5: The Final Round, i.e. the beginning of the Story

  1. Each Player draws a card.
  2. Each player reveals their card
  3. Adds a detail about their card (as in round one) unless it is a ‘Editor’s Note’ Card
  4. Places the card near the next face down Plot Card
  5. If a Editor’s Note Card is drawn, follow the directions on the card - Unless it is a Epilogue card  or other card that places this out of order - please redraw
  6. When all the elements of the story, the Plot Card is then revealed.

The players craft the first scene. They must use all the elements that were revealed this round. They may use any elements that were revealed in the previous round (ie later in the story). They may use any elements of the goal cards at any time. The scene should connect and make story-scene with the other scenes that have been crafted AND this should somehow start the story (the inciting incident) - How does this plot point kick off the rest of the story.

END of GAME:

Optional: Retell the story in the forwards direction

Award your Committee the following points:

  • 1 million points for each goal element used in the story
  • 100 points if your story made any sense.
  • 500 bonus points if you had a really difficult element you had to fit into your story.
29 Nov 2019"Space ferrets lift off!" Widget Satchel Special

Widget Satchel is out! Go buy it on Steam, Itch or Switch! Your Nice Hosts celebrate by talking all about Widget Satchel-related topics, like Metroidvania level design, world building in platformers, and (of course) ferrets!

03 Dec 2019"Calendar math!" Calendar Math (Production Schedules); Calendar Math (Real Time in Games)

This week on the show, your nice hosts take two very different in-depth approaches to a topic that pops up a lot on the show:  the ever-challenging calendar math!

  • We spoke with Jajeev on a recent episode about UI design.
  • We recently spoke with Martha's dad about board game design and his work writing cross-compilers for 8-bit computers.
0:07:41

Calendar Math (Production Schedules)

Our guest Eric Johnson went in-depth on Agile development in a recent episode.

Mark alluded to a pattern that is found in almost everything in nature, but is most frequently studied in language. It's called Zipf's Law, and here's a video from Vsauce on YouTube about it.

0:43:23

Calendar Math (Real Time in Games)

20 Mar 2017Games Education (with Reese Valentine)

In this interview episode, we talk with Lord President of the Game Design Club at the Minneapolis College of Art and Design, Rachel Peterson Reese Valentine, to talk about how to go about getting an education in games. Your nice hosts also recount their own gamedev educational origin stories, and the episode closes out with a quick run though of all the advice!

10 Dec 2019Evil Games Club 4!

Evil Games Club is back! Dale, Adia, and Dylan are here to correct the score and give their take on past Nice Games Club topics, including "Writing For Games," "Reravel," and "Video Game Nostalgia." They’re at it again—being evil, that is!

17 Dec 2019Nicest of 2019

It's time once again to bring you the Nicest Games of 2019! Or rather, the nicest games that we played in 2019. We also talk about our game dev resolutions and the games we are excited for in 2020.

We also have some programming news! We are going on hiatus until February 2020 to work on a revamp of our website and logo. We will be bringing you some of the nicest episodes from the past year or so to tide you over until then. Happy new decade, everyone!

0:08:05

Nicest (2019)

Martha’s Nicest:

We talked about Martha’s honorable mention in episode 152.

Mark’s Nicest:

Stephen’s Nicest: 

Stephen technically doesn’t have any this year!

0:36:07

Gamedev Resolutions (for 2020)

19 Feb 2020"We are making progress toward that, then." What We Did On Our Winter Break (2019-20)

We're back! This week, your nice hosts talk about what they did over their winter break, from taking up residence in a new clubhouse, to developing a new logo and website, and more! But in the end, everything is still nice.

Highlights of this extra-long special episode:

  • Martha proposes a Nice Games Club IDE color theme...
  • ...Dale joins the show to point out that making a logo for a podcast is harder than making a logo for a game...
  • ...and after all the redesign work, Stephen makes a late pitch to rename the show "Hot Takes Games Club."

Plus, the entire clubhouse goes back and forth making promises (setting expectations) on the new website. It's an iterative process, people!

What We Did On Our Winter Break (2019-20)

Nice Games Club Logo Development

Nice Games Club Bug Logo Concept
Here's a Nice Game Club "Bug" concept that was rejected
Logo Stars
Logo Option #1: Stars
Logo Git Tree
Logo Option #2: Git Tree
Logo Brackets
Logo Option #3: Coding Brackets
Stephen and the Fingeance team talk about their love of "choice #3" in one of our "Code Comment" episodes:
Bracket Logo Iteration
Iteration on Logo #3 (brackets)
New logo in multiple colors
Logo in multiple color contexts, including the "Valentine" theme
Two concept images showing the new Nice Games Club logotype on a stylized video game cartridge.
Variations on the "logo on a cartridge" concept

December 2019

Dale talked about developing Reravel, which was first developed during a Nice Games Jam episode:

January 2020

Hyperdot, a game by Stephen's brother Charles McGregor was released this month on January 31st. It is available on Xbox, Steam, itch.io and Windows PC. You can buy it now.

Global Game Jam 2020

The Global Game Jam 2019 keynote (aka: the best keynote ever) starts at 04:00
The Global Game Jam 2020 keynote
We mentioned Rachel, the head of GLITCH's Discord, who we have had on a previous episode:
Mark worked with Scott Lembke for GGJ 2020. We interviewed Scott on a previous GGJ episode:
Super City Mayor
Mark's logo for his team's GGJ 2020, with character art by teammate Kissi
A picture from the game jam game Super City Mayor.
Screenshot from "Super City Mayor," Mark's GGJ game

February 2020

American Utopia on Broadway
In a very old subway car at the NY Transit Museum
Dale in a very old subway car at the transit museum
In a moderately old subway car
Dale in a moderately old subway car at the transit museum
25 Mar 2020"Please cheat, I don't care." Unlocks; Case Study (Mutazione & Later Alligator)

This week, Stephen is crowned the new King of Transitions, Martha gets around to playing two games she'd been meaning to for awhile, and Mark briefly impersonates a saxophone.

0:06:19

Unlocks

Stephen's Unlock Taxonomy:

  • Achievement-based: Do a thing, get unlock related to thing.
  • Experience-based: Play the game, get a thing based on how much you've played.
  • Loot-based: Play the game, get random thing.
  • Currency-based: Earn in-game currency, pick an unlock to purchase.
  • New Game Plus: Complete the game, get new content on second playthrough.
0:39:26

Case Study (Mutazione & Later Alligator)

We played though one of Martha's favorites in a previous video episode:
Wikipedia
03 Mar 2020"GDC Auxli- Aux- Alternative!" Nice Games Bulletin
10 Mar 2020"If you're feeling saucy..." Day-One Patches; Crunch

Your nice hosts finally get around to some classic topics in this week's episode. Mark explains why Widget Satchel takes longer to download than he'd have liked, Stephen is worried that you might learn the wrong lessons, and Martha disagrees.

  • It took some sleuthing, but Mark found proof that Crunch, the mascot for the Minnesota Timberwolves, was named for the Nestle candy bar.

0:02:48

Day-One Patches

The Switch patch for Widget Satchel that Mark mentioned working on just passed though Nintendo's lotcheck system and was released today. Pick up a copy it if you haven't already!

18 Mar 2020"When in doubt, call it Gan Ainm." Naming Things; Rhythm Games

This week on Nice Games Club, we talk about Naming Things and Rhythm Games! Stephen lays down a beat, Martha brings up fuzzy math, and Mark uses every excuse to talk about Star Trek.

0:17:47

Naming Things

0:52:45

Rhythm Games

Episode where Mark talks about his Rock Band experience (#153):
10 Apr 2020Nice Games Jam: "5-4-7-3"

This week, your nice hosts put together a design document for a co-op game of corporate espionage. Martha wants to crawl through vents, Mark wants low stakes moral choices, and Stephen wants everyone to yell at everyone.

  • On Wednesday this week, Mark presented a in-depth postmortem on the production of Widget Satchel for the April IGDATC monthly community meeting, held remotely on Twitch. You can "attend" the meeting ex post facto on the IGDATC Twitch channel!

Prompt
"How about an asymmetrical couch co-op game? Maybe it's meant to be played with a younger sibling, or maybe it's a teaching tool."
Game type
Design document
Player count
2
Rules

Premise

  • Two players, who are a team of freelance infiltrators.
    • One player is out in the field doing their thing (1st-person perspective).
    • One player is a hacker at home base, providing assistance to the field player (in VR).
  • Spy theme, corporate espionage.
  • Field player observes the scene, gathering information for the hacker so they can do the hacking.
  • Field player does some deduction, but they are playing an action game, while the hacker player is playing a puzzle game..
  • Hacker is doing their hax from a kind of holographic computer interface (Minority Report-esque perhaps). They do not see what the field player sees directly, but have many resources at their disposal (camera feeds, scanning tech, etc)
  • Hacker manages resources and allocates mechanical abilities to the field player based on mission requirements and moment-to-moment events.
  • Game is a series of missions, Hitman-style, selected in any order. Each mission contributes to a larger narrative of rival companies/factions.

Pre-Mission

Players see information about future missions, the team chooses the next mission, but the hacker player literally picks it, opening up potential conflict between players.

Throughout the campaign, various moral choices can crop up. The team can choose their missions based on which client they support, or they can chose to become double agents, thwarting their client's goals.

Example Mission

Infiltrate a restaurant that actually is a complicated science lab to steal a secret recipe.

  • First task: sneak past into the entrance of the lab:
    • Hacker player needs to manipulate orders and customers so that few people see the field player.
    • Field player observing the state of play in the restaurant and doing the actions.
  • Second task: get past a bunch of lasers.
    • Hacker player can take out some lasers and protect the field player using shields.
    • Field player gets past the lasers through first-person platforming actions.
  • Third task: get the recipe.
    • Field player is sneaking past guards or other security obstacles.
    • Hacker player is opening vault with the recipe and doing stealth gadget things.
    • Getting to the recipe, do you steal the recipe or copy the recipe down?
      • Do you want to simply defeat opponents, or destroy them?
      • As with mission selection, one player (the field player in this case) literally makes the call, but the game encourages the team to choose their course of action together.
  • Last task, get out of restaurant
    • Option for field player: could sneak through vents, or take the same way out, or run past guards in a mad dash to escape.
  • In the case of a "stealth fail state," hacker player must hacking frantically to resolve the situation quickly (i.e.: convincing the guards it was a false alarm, disabling the lights to give the field player time to hide, etc), while field player is explicitly avoiding conflict.
25 Mar 2020"GDC" 2020 Special

Yes, yes, we know GDC was cancelled, but your nice hosts still had plenty of stuff to talk about, including how GDC itself adapted itself into a non-event, how some business still got done, and next-gen hardware news from Microsoft and Sony that was too big to be rescheduled.

  • As part of an industry-wide effort to give people something to do while they're stuck inside, Mark gathered a few Twin Cities indiedevs to sell a bundle of their recent titles at a deep discount. It's the Twin Cities Indies Say Stay Inside Bundle! It includes 5 full games (Adjacency, Joggernauts, Newt One, Verdant Skies, and Widget Satchel), and it's available on Itch for the next two weeks at 84% off the normal price. Stay home and enjoy!

  • Mark joked that the Summer Olympics would be the next thing to be postponed, and sure enough, a day after we recorded this episode, they were.

02 Apr 2020"The new normal." Working From Home; Games to Play While Social Distancing

Your Nice Hosts are still recording remotely while we physically distance ourselves! We talk about our new normal and give each other advice on Working From Home and Games to Play while we stay inside. Stay safe out there, Nice Listeners! We are all in this together.

0:09:00

Working From Home

0:34:14

Games to Play While Social Distancing

We talked about Martha's love of 'safe zones' in this previous episode (#104):
06 Mar 2017GDC 2017 Special (Part 1)

Martha and Mark were in San Fransisco for the Game Developers Conference, and there was so much to say we had to split it into two episodes!

While Stephen was holding down the fort back home, we were joined in San Fransisco by Nice Games Club's in-house "special reporter" Dylan Skerbitz.

14 Apr 2020"Stephen, his arms wide!" Redundancy; Arcades

Ellen Burns-Johnson joins us once again in the virtual club house to discuss Redundancy and Arcades! Ellen teaches us about how we learn, Mark balances the game, Martha only plays the best character, and Stephen has a revelation.

0:50:39

Arcades

Abdel Shahied
YouTube

The 'Donutron' Arcade at Glam Doll Donuts in Minneapolis

17 Feb 2021"Stephen, his arms wide!" Redundancy; Arcades [Nice Replay]

Ellen Burns-Johnson joins us once again in the virtual club house to discuss Redundancy and Arcades! Ellen teaches us about how we learn, Mark balances the game, Martha only plays the best character, and Stephen has a revelation.

Photo Credit: Michelle Bruch, from this Southwest Journal Article about the Donutron

21 Apr 2020"Martha, Martha, Martha!" Ending Projects; Starting Projects

Martha has a big announcement, Mark tells the story of Babylon 5, and Stephen owes everyone a hug. Also, Ellen is back in the (distributed) clubhouse with her own big news!

30 Apr 2020"Click here for fleet operations." Nice Games Bulletin

This week, it's Ellen's first rodeo as your permanent nice host, Stephen looks forward to watching someone else play The Last of Us Part II, and Mark is a bad VR person.

Timecode
0:14:55

Remakes:

  • FFVII Remake
  • Persona 5 Royal
  • Saints Row: IV - Re-Elected
  • Doom 64

Delays

  • Last of Us Part II
  • Iron Man VR
  • Marvel’s Avengers
13 May 2020"Balance all those prices." Economies; Ergonomics

Mark gets back to Metro Nexus, Stephen explores the strange land where in-game and real-world economics overlap, and Ellen makes sure we have good posture.

0:55:15

Ergonomics

A photo of Mark's very neat workspace.
Mark's very neat workspace.
A photo of Stephens casual workspace.
"Kind of messy. Don't show my mom." ~ Stephen
A photo of Ellen's rustic workspace, complete with dog.
Ellen's workspace. Rustic. Dog.
05 May 2020Building Substance (with Sébastien Deguy and Jérémie Noguer)

Mark interviews Sébastien Deguy and Jérémie Noguer, the Vice President and Principal Product Manager of 3D & Immersive at Adobe, about developing Substance, the leading suite of tools for 3D texturing and material creation.

In a wide-ranging discussion, your nice guests reveal what it's like joining a big ol’ company like Adobe, how to design a tool for multiple audiences, the difference between "black magic" and "white magic," and how COVID-19 is impacting their teams.

They also share a peek into the future of licensing and subscriptions for Substance and Adobe's other 3D tools, and the reason they haven't been able to release a Blender plugin yet.

Building Substance

19 May 2020"Kapow?" Fun in Games; Porting Your Game

Your nice hosts talk big picture and get deep into the weeds this week. Mark runs Flash at 60fps on the Switch, Ellen makes a Star Trek reference, and Stephen wants more games that aren't fun.

Hey you! If you're porting a project, whether it's just to a new Unity build target, or to a whole new codebase, we want to hear about it! contact@noblerobot.com or @NiceGamesClub.

31 Dec 2020"Kapow?" Fun in Games; Porting Your Game [Nice Replay]

#175
2020.05.19

Your nice hosts talk big picture and get deep into the weeds this week. Mark runs Flash at 60fps on the Switch, Ellen makes a Star Trek reference, and Stephen wants more games that aren't fun.

Hey you! If you're porting a project, whether it's just to a new Unity build target, or to a whole new codebase, we want to hear about it! contact@noblerobot.com or @NiceGamesClub.

26 May 2020Gamedev in the Philippines (with Ryan Sumo)

Your nice hosts interview Ryan Sumo, Art Director and CEO of Squeaky Wheel Studio, an independent developer and publisher based in the Philippines. Topics include community building, conferences, becoming a publisher through serendipity, and the benefits of being transparent with your development practices. Plus jokes!

Gamedev in the Philippines

10 Feb 2021Gamedev in the Philippines (with Ryan Sumo) [Nice Replay]

Your nice hosts interview Ryan Sumo, Art Director and CEO of Squeaky Wheel Studio, an independent developer and publisher based in the Philippines. Topics include community building, conferences, becoming a publisher through serendipity, and the benefits of being transparent with your development practices. Plus jokes!

Gamedev in the Philippines

04 Jun 2020"How Quality Is It?" Leadership; Pricing

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