Nice Games Club

  • Autor: Vários
  • Narrador: Vários
  • Editor: Podcast
  • Duración: 100:49:20
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Sinopsis

The podcast where nice gamedevs talk gaming. Nice!

Episodios

  • Serialization (with Joanna May)

    12/12/2024

    We invite Joanna May into the clubhouse to discuss serialization. We get ever so slightly closer to discovering what serialization even is with Joanna's help! We also have a little time to throw a little shade at Stephen's commenting style and brackets on their own line.ChickensoftTibo, artist of the Chickensoft mascot.Eating your own dog food (Dogfooding) - WikipediaLogic Blocks - WikipediaSerializationProgrammingToolsSerialization - WikipediaBinaryFormatter migration guide -  gewarren, jeffhandley, terrajobst, adamsitnik, Microsoft Learn@JsonSubTypes vs. Reflections for Polymorphic Deserialization in Jackson - Ovidiu Mihai Tacu, BaeldungWhat are the advantages of just-in-time compilation versus ahead-of-time compil… - Stack OverflowIntrospection -  jolexxa [Joanna], GitHubIL2CPP Overview - UnityMartha had mentioned unit tests (which Mark and Stephen still don't do) in a previous episode.“That wasn’t the angle I was going for.”Chickensoft Development Philosophy - ChickensoftJoanna MayGuestJoanna May is the

  • Nice Games Jam: "Space Mall Mystery VHS Game"

    05/12/2024

    In this episode Lydia is back to discuss join the clubhouse in both a discussion of her first job, and making a game about set job. But, because the club can't choose, it is also about Ellen's job at her parents' pet store. When introducing Lydia to the concept of a nice games jam, the stages of the nice game jam are referenced. Here are the stages: 1) Panic 2) Prompt 3) More Panic 4) Scramble 5) Oh, we can do this 6) We did this - let’s do more We have throw pillows nowWhile designing this game Stephen mentions the phrase "experience bij." This comes from the 'Star Trek the Next Generation Interactive VCR Board Game."Star Trek the Next Generation Interactive VCR Board Game - Board Game GeekCompilation of "Experience bij." - YouTubePrompt"Create a game based on one of your team’s first job (either gig-based, such as babysitting or lawn mowing or paycheck based), but set in a world with either evil robots, monsters, or aliens."Game typeTabletop gameMaterialsVHS tapeMall mapRulesTakes place in a mall, in a star

  • Digital Escape Rooms (with Lydia Symchych)

    28/11/2024

    All of your hosts are together in the Clubhouse for a special interview! Lydia Symchych is an impact game designer who has been working with Ellen over the last year. Today, she shares her experience of making an escape room that needed to be rendered in both "physical" and and digital environments. Also, sound effects and pillows.In the USA, November 28th is Thanksgiving Day, and November 29th is National Native American Heritage Day. Happy holidays, if you're in the USA—and if you're not, we hope you have something to be thankful for.

  • Nice Thinking: "Iterative Game Jam"

    21/11/2024

    Your nice hosts chew over a concept Stephen brings into the clubhouse: a series of "game jams" where participants iterate on one specific idea in each session.Playdate Update - Fall 2024 - Panic, YouTubeNoble Engine - Noble RobotIGDATC Events - igdatc0:04:30Iterative Game JamMeditations

  • Puzzle Systems (with Arvi "Hempuli" Teikari)

    15/11/2024

    Releasing 2019's "Baba is You" after more than a decade of making puzzle games was a milestone for this week's guest, but it was also just the beginning of his design journey. Arvi "Hempuli" Teikari talks to your nice hosts about the balance between giving players freedom and constraining their expression, the pacing and sequencing of individual puzzles, what happens when a "cool" design annoys players, and more.Arvi's cats make a spirited apperance in the back half of the episode. Here they are basking in the Finnish sun.Puzzle SystemsGame DesignToolsMultimedia Fusion 2 - ClickteamClickteam Fusion 2.5 - ClickteamConstruct - Scirra LtdMP2MP2 Chowdren EngineBring the ice cube to the goal without exposing it to heat. - IncreparePuzzleScript - IncrepareCovechrome - Hempuli, itch.ioYou nice hosts previously discussed what happens to players who become developers in:"Numbers go up."Arvi "Hempuli" TeikariGuestExternal linkHempuli - social media linksHempuli on Itch.io

  • Nice Games Jam: "Soapbox Derby OF TIME"

    07/11/2024

    In this episode Ellen usurps the normal process for a nice game jam prompt to explore her own idea on tabletop mechanics. Who would have thought the scoring system for this game would be 'Points for the Future War'?Stephen's One-Minute Movie - Stephen McGregor's Group, YouTubeDiscussion during developmentSubbuteoSoapboxderby.orgBullet Bill Soapbox Derby Car - Lou Whitmire, Mansfield News JouralPromptMake a tabletop game where the core mechanic is modulating the friction on the board.Game typeTabletop gamePlayer count3-5MaterialsBoard - 5x5 grid where tiles can be placed5 racer sledsRacer weightsTiles with different friction coefficients (terrain tiles)Mission from HQ CardsSpecial Objective CardsSetup1) Racer sleds and racer weights are randomly distributed to the racetrack row. 2) Each racer sled gets the name of a racer. Each racer name should be silly, like Jenny Too-fast or Billy Tumble. 3) Each player draws two Mission from HQ cards and picks one to be their secret objective.  RulesPlayers are given each

  • Tutorialization with Puzzles (with Luke Spierewka)

    01/11/2024

    "Tutorials shouldn’t feel like tutorials!" Like most aspects of game design, it's an easy concept to summarize but a difficult one to pull off. Luke Spierewka and the team at Afterburn Games have mastered it, using their charming approach in successful titles like Golf Peaks and Railbound. Come learn the arcane secrets of the puzzle game tutorial! Also featuring some great room sound.Afterburn Games (studio)Tutorialization with PuzzlesGame DesignOn crafting Railbound, a cozy track-bending puzzle game - Evgeny Obedkov, Game World ObserverDynablaster (game) - WikipediaLuke SpierewkaGuestLuke is a game designer, programmer, and jack of all trades. He makes games, organizes events, gives talks (and interviews) and does "lots of other stuff." He's worked on many titles, including Railbound, Golf Peaks, Gwent, and SUPERHOT. Learn more about Luke at http://spierek.net/

  • "Please go vote." Runtime Asset Management; Double Jump vs. Dash

    24/10/2024

    This week, your nice hosts talk a little bit about our civic duty before getting into two very on-brand topics. Make a plan to vote on (or before!) November 5th. Information at https://vote.org/Everything You Need to Vote - Vote.orgWhat States Allow Same Day Voter Registration and When? - Rock the VoteThe Only Patriotic Choice for President - The New York TimesThese are the Republicans endorsing Harris over Trump - Niha Masih, The Washington PostDonald Trump Is Unfit to Lead - The New York TimesDonald Trump’s First Term Is a Warning - New York Times Opinion, The New York TimesRuntime Asset ManagementPhaserSimplify your content management with AddressablesUnityWADDoom WikiDouble Jump vs. DashGames Are Better With Double JumpsHeather AlexandraKotakuWhy Celeste's dash feels great Alex WiltshireRock Paper ShotgunKaizoWikipedia

  • Combat Design (with Timothy Staton-Davis)

    17/10/2024

    We welcome Timothy Staton-Davis into the clubhouse to talk both the broad strokes and the nitty-gritty of combat design.Melanated Game Kitchen - itch.ioCombat DesignArtGame DesignWe talked about "juice" in game design way back! You can find links related to the topic here as well."I am a Juice Journeyman!"Pacing - Robert Yang, Andrew Yoder, The Level Design BookTimothy Staton-DavisGuestLead Encounter Designer for Brass Lion Entertainment, and Creative Director of Melenated Game Kitchen.External linkhttps://melanatedgamekitchen.itch.io/

  • “That’s way too many pawns.” Communicating Difficulty; Remixed Play Modes

    11/10/2024

    This week, Ellen kicks things off with a chat about how games tell players, “This might be tough!” and how to make that fun and fair. Stephen and Mark jump in with their takes on what makes difficulty settings shine. Then, Mark thinks about the practice taking familiar game mechanics and twisting them into something fresh. Think pacifist runs or limited equipment modes. Why limit yourself to one way to play when you can remix the whole game? As always, there are some goofs in here, too.Unity 6 Preview is now available - Nancy Larue, UnityUnity is canceling the Runtime Fee - Matt Bromberg, UnityUnite Conference - UnityHasbro Game Night (for Switch)We Were Here Series - Total Mayhem Games, SteamLoopy: a tool for thinking in systems - Nicky CaseMachinations: Create digital twins for your systems, processes or economies0:21:44Communicating DifficultyReally Bad ChessPuzzmoOrta Therox & Zach GageAggro Crab Studio"Why Quitting Is Usually Worth It"David Duchovny & Stephen DubnerFreakonomics Radio Network0:40:35Remixe

  • "Numbers go up." Scoring 101; Turning off the Gamedev Brain

    03/10/2024

    This week, learn about what Ellen was like as a student. Stephen wonders if he’s made a huge mistake, Ellen does some work research, and Mark insists that there is no such thing as magic.Stephen started a new class: Film making Ellen forced her parents to play another game! Parks Board GameMark saw the Badger Badger Mushroom song for the first time and was underwhelmed. Consequently, Dale was editing and then also got to see it for the first time, and found that this was the correct response. This video is over 20 years old (2003).Badger Badger Mushroom - Weeb's Stuff, YouTubeMark is (still) working on some User Interface Tools in Unity, called NobleTools0:11:26Scoring 101The four types of scoring discussed: 1. Victory Points 2. Experience Points 3. Stats based scoring 4. Hit PointsPerplexity conversationNoodleThe Training ArcadeKurt Vonnigut The Shape of StoriesStephen JohnsonBig ThinkSumming Salt - Mario Kart DSSumming SaltYouTube0:42:39Turning off the Gamedev BrainMoonwalking with EinsteinWikipediaEllen ha

  • Optimization (with Jarryd Huntley)

    26/09/2024

    Entering the clubhouse this week is our the third Owl (employee of Owlchemy Labs) and first Peabody Award winner (as lead developer for We Are OFK), to talk about the "dos," "don'ts," and "good enoughs" of optimization.Cleveland video game designer Jarryd Huntley wins Peabody Award for ‘We Are OFK’ - Joey Morona, cleveland.comWe are OFK - Peabody AwardsCleveland Game Developers - LinktreeOptimizationHardwareProductionProgrammingIs Using LINQ in C# Bad for Performance? - James Vickers, The Startup For Vs Foreach In C# - Sagar Gavand, C# CornerJarryd HuntleyGuest

  • "It's hard how my mind works." Audio Middleware; Psychic Distance

    19/09/2024

    There are now episodes of Nice Games Club for each new day of the year! When you get to the last day of that year, you'll hear about Audio Middleware and Psychic Distance from us in the clubhouse.About the Fair - Minnesota State Fair0:17:06Audio MiddlewareAn example of audio tech conversations we've had in the past.Game Audio Tools and WorkflowsWwiseAudiokineticFMODFMOD0:51:32Psychic DistancePsychic Distance: what it is and how to use itEmma DarwinThis Itch of Writing

  • Nice Thinking: "Player Personas"

    12/09/2024

    In this episode the boys are back in Minneapolis, but they are still thinking about their time with Ellen in Duluth, or Roboluth ;) sSo they are using this episode to talk about instructions, again, but this time though the lens of the different types of "user personas" who will be reading it.InstructionsWhat is Roboston?Roboston is a tabletop game that the the Nice Games Club came up with during an podcast Game Jam Episode. For anyone new to the podcast, we recommend starting two episodes back (at 362), for some background on the game. For those of you who wish for a full memory restoration, here is the full episode list:The original Nice Game Jam where Roboston was concievedRoboston! (Live at 2D Con 2020)A follow up episode 197 continues the devlopment because they were so excited about RobostonRoboston! (part 2)The club worked on the game over winter break in 2020-21, episode 207 summarizes what they worked on."It’s March tomorrow."We again visited Roboston over our 2023-24 winter break, and talk about in

  • The Duluth Basement Session

    06/09/2024

    Once again from hilly Duluth, Minnesota! On Day 2 of a game design weekend retreat, your nice hosts tackled rules—writing rules, rewriting rules, and playtesting them. It was a long day, culminating with a family playtest of Roboston, featuring a newly written rulebook. How did it go? Well, there's more work to be done, but we learned a lot. Your hosts discuss this and more in today's episode, recorded on Day 3 of Mark's and Stephen's trip to Duluth. Minnesotan Phrases - Wanderlust In Real LifeDante is the adorable troublemaker who barked MULTIPLE TIMES during the recording session.Resources for Rules-WritingTop Six Rules for Writing RulebooksMeeple MountainHow to Teach GamesThe Giant Brain

  • "Apply your context, thusly." Instructions; Cynicism

    29/08/2024

    It's a nice sleepover as this (and next) week's episode is recorded from Ellen's basement in Duluth. Mark has an angle, Ellen shares her topic, and Stephen manages.The view from the rotating resturant that Mark took Stephen to - Ragnar Eythorsson, YouTubeKaren Puzzles - Karen Kavett, YouTube178 (TNG) + 176 (DS9) + 7 (TOS movies, including "Generations" because Kirk was in it) = 361 episodesNice Games Club = 362 episodesOne Piece aired it's 362nd episode 16 years ago. As of press time, it's up to 1116.Our next target is My Three Sons, which has 380 episodes. We will reach that milestone at the end of 2024.0:07:31Instructions0:33:35Cynicism

  • "The lensing effect of the window." Theming vs. Aesthetics; Parries

    22/08/2024

    It’s hot in the clubhouse and hot in Ellen’s greenhouse this week, so your hosts are eager to crunch through some discussion. Ellen introduces the concept of the MDA framework, and the differences between Theming and Aesthetics, and Stephen comes to a major conclusion about parrying.0:06:40Theming vs. AestheticsThe MDA FrameworkWikipediaEllen promised Dictionary.com definitions, so here you go:AestheticsDictionary.comThemeDictionary.comWe talked about theming and aesthetics for a GameJam Game from a previous episodeThe Bike BoomAlien Isolation Themes explored n : Demystifying the Terror of Alien IsolationAndy RobertsonWired0:28:56ParriesStephen's list of why parries are so popular: 1) A way to reward mastery or paying attention 2) Rewards participation 3) An appreciable way to consider mastering the game The different variations of Parrying 1) Just Dodges 2) Traditional Parrying (miss = block) 3) Dynamic Parrying release parrying 4) Alternate button (paper mario parrying) EVO Moment 37Wikipedia

  • Accessibility (with Dave McKee)

    15/08/2024

    We invite music producer and sound designer Dave McKee into the clubhouse to talk about accessibility in games this week.AccessibilityAccessibilityGame DesignControl Accessibility Report - "Vivek Gohil, Ben Kendall", Family Gaming DatabaseInclusive Gaming: How Game Developers Can Make Video Games More Inclusive And A… - Accessibility.comVisual impairment accessibility musts:High ContrastUser-set color schemesBig Icons! (more important even than large text, which is also important)Leverage Haptics (HD Rumble) paired with visual cuesToning the music down (Dave recommends, regretfully)Accessibility options should come up at a game’s first-launchThe next Forza will help blind players race by listening to ‘beeps and boops’ - Tom Warren, The VergeRay Tracer - WayverbHow Next-Gen Audio Improvements in Snowdrop Could Mean Real-Time ‘Ray-Tracing A… - Youssef Maguid, UbisoftTekken 8 Accessibility Features Are Causing Controversy - Trumann Tu, GameRantThe Importance of Audio Described Cutscenes - Dom Parker, LinkedInSel

  • "Imagine it's running on a potato." Targeting Multiple Platforms; Spirit Island Spirits

    09/08/2024

    We face complexity head-on this episode with two topics that will get your neurons firing. Mark walks through considerations involved with publishing a game to multiple platforms. It's not easy, but it's a lot easier if you plan for it from the start! If you've listened to recent episodes, you'll know that Stephen has been obsessed with the tabletop game Spirit Island. Today, he shares some of the work he's done in creating a new, customized spirit for the game. Also, Mark experiences glitches, and the hosts plan a visit.Twin Cities Playtest from IGDA-TC - Eventbrite0:06:56Targeting Multiple PlatformsWe talked about porting games in Episode 175."Kapow?"Git fork vs branchGreg FosterGraphiteSlayers X: Terminal Aftermath: Vengeance of the SlayerFandomAllow controls to be remapped, reconfiguredGame Accessibility GuidelinesA Brief History of the Playstation’s Confirm And Cancel ButtonsThe Wired Fish Network BlogA Brief History of A & BMatthew GallantThe Quixotic Engineer Blog0:46:49Spirit Island SpiritsSpirit of C

  • Physics 101 (with Scott Lembcke)

    01/08/2024

    "Pillar of the community" and creator of Chipmunk2D Scott Lembcke visits the clubhouse to talk velocity, constraints, and rigidbodies. Ellen gets the music in her head, Stephen didn’t learn the opposite lesson, and Mark makes a pretty good joke about friction.Physics 101ProgrammingChipmunk2D - Scott Lembcke , GitHubGopher (protocol)Building Excalibur.js - Erik Onarheim, YouTubeI'm pretty sure this was the song stuck in Ellen's head.What is an AABB? - Michael Rubloff, Radiance FieldsVeridian Expanse - Howling Moon Software, SteamIs pool actually just mathematics? - Stand-up Maths, YouTubeWhat is up with the spherical cow? - Rhett Allain, WiredAdvanced Character Physics - Thomas Jakobsen, Carnegie Mellon UniversityArc length of an ellipse - Ed Sandifer, The Euler ArchiveBox2D version 3.0 beta test has launched! - Erin Catto, MastodonTen Minute Physics - YouTubeScott LembckeGuest

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