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    Games & Hobbies

    Nice Games Club – a gamedev podcast!

    The podcast where nice gamedevs talk gaming and game development. Nice!

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    Latest Episodes:
    Nice Games Jam: "Roboston! (Live at 2D Con 2020)" [Nice Replay] Mar 03, 2021
    Show notes
    • This Nice Replay is a two-parter!

    • Part one:Roboston! (Live at 2D Con 2020)
    • Part two:Roboston! (part 2)
    #192Roboston! (Live at 2D Con 2020)Nice Games JamLiveVideo2020.09.17

    Your nice hosts recorded a live Nice Games Jam episode at 2D Con 2020! You can listen to the edited audio of the recording here!

    You can find the video of the live recording right here!PromptCreate a game where you are working together to construct a robot, but each player has a secret task they are trying to get the robot to complete along the way.Game typeTabletop gamePlayer count3-8Materials

    1 Deck of Robot Parts

    1 Deck of Player Roles

    1 Deck of Objectives

    1 Die

    Setup

    Deal out an even number of Robot Parts to each player, and one Player Role. Then draw the first card in the Objectives deck for the team's objective.

    Rules
    • Each player has a Player Role, this is their victory condition.
      • Example roles:
        • Warmonger: have more offensive value than any other value AND complete the objective
        • Scientist: have more intelligence value than any other value AND complete the objective
        • Saboteur: cause robot to fail the objective
    • On each turn, each player places a Robot Part of any type face down.
      • There are limits to how many of each type of Robot Part will fit on a robot (in the episode we went with one body part, one processor and four limbs)
    • Each part is simultaneously revealed once everyone has chosen their card. If each part can be placed with no conflict, start the next turn.
      • If their are some parts in conflict, roll a die to determine who's Robot Part is used.
    • Continue until there are no more available parts to place on the robot. Whoever has completed their victory condition wins!

    "Empty the bucket." Burnout; Asynchronous and Asymmetric Gameplay [Nice Replay] Feb 24, 2021
    Show notes #185"Empty the bucket."Roundtable2020.07.28

    Your nice hosts are tired, then get energized. Stephen is thinking about it, Mark brought a few unlikely examples, and Ellen is also thinking about it.

    Here's a fun new thing: We've recently started a Discord channel for listeners to discuss the show with each other. It's part of the Twin Cities Gamedev Discord server, but you don't need to be a Twin Cities gamedev to partisipate! Get directly to the Nice Games Club discussion channel via https://nicegames.club/discord

    Burnout

    0:06:43Stephen McGregorIRLBurn-out, an "occupational phenomenon" - World Health OrganizationTeacher Burnout: What It Is, Why It Happens, and How You Can Prevent End-Of-Yea… - WaterfordToxic management cost an award-winning game studio its best developers - Megan Farokhmanesh, The Verge

    Asynchronous and Asymmetric Gameplay

    0:46:39Mark LaCroixGame DesignAsynchronous Multiplay: Futures for Casual Multiplayer Experience - Ian Bogost, Georgia Institute of TechnologyRelaxed Hardcore: Why Asynchronous is the Next Big Thing in Core Gaming - Ian Hardingham, GDCWhy an Asymmetric Board Game Pissed Off Me and My Friends - Kyle Rogacion, Goomba StompAre Asymmetrical Multiplayer Games Becoming a Major Trend? - Micah Shapiro, GameRant

    "Stephen, his arms wide!" Redundancy; Arcades [Nice Replay] Feb 17, 2021
    Show notes #170"Stephen, his arms wide!" Roundtable2020.04.14

    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

    Redundancy

    0:13:01Mark LaCroixGame DesignUI / UXThe Forgetting Curve hypothesis by Hermann Ebbinghous - WikipediaThe Distributed Practice learning strategy - Wikipedia

    Arcades

    0:50:39Stephen McGregorGamingIRLWhy You Can't Call It a "Barcade" - Brenna Houck, EaterDino Dash - Abdel Shahied, YouTube

    The 'Donutron' Arcade at Glam Doll Donuts in Minneapolis


    Gamedev in the Philippines (with Ryan Sumo) [Nice Replay] Feb 10, 2021
    Show notes #176Gamedev in the PhilippinesInterview2020.05.26

    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

    Misc.The Top 50 mobile games of 2006 - Stuart Dredge, Pocket GamerSpacechem - SteamGDAP (Game Developers Association of the Philippines)IGDA Philippines ManilaESGS conference on InstagramBit Summit conference (Japan)Level Up conference (Kuala Lumpur)Rock of Ages 2: Bigger & Boulder - SteamRyan's posts on Gamasutra - Ryan Sumo, Game Developer

    Nice Games Jam: "Dark Star" [Nice Replay] Feb 03, 2021
    Show notes #180Dark StarNice Games Jam2020.06.30

    No, your nice hosts aren't pitching an adaptation of the 1974 film of the same name, but returning guest host Sarah Seember Huisken counts it as an inspiration for the solo-play tabletop RPG we workshopped in this episode. Immerse yourself a galaxy of corporate factions, fluid allegiances, and space pirates!

    Scum and VillainyThe 5 best solo board games - Rafael Cordero, PC GamerPromptWorkshop existing solo-play TTRPG concept.Game typeTabletop gamePlayer count1 -?Materials

    Player dossier (player character/ship sheet, notes)

    Dice (how many? which type? we didn't figure that out!)

    Module booklet (includes blank pages for journaling/recordkeeping)

    Setup

    Sarah's draft ship systems sheet:

    A draft of a player ship stat chart. Life Support, AI Systems, Signal Strength, and Ship Power are each shown with a bar that has Rules

    Each adventure module is an "assignment," which consists of a multi-page booklet.

    • Page 1 - Summary: Provides the “goal” for the player as defined by “quest-giver.”
    • Page 2 - Assignment parameters:
      • Player reward (and possible advance payment)
      • Assignment type (Cargo, Escort, Espionage, Assassination, etc.)
      • Constraints (time budget, stealth requirement, equipment restrictions, etc)
      • Supplies (mission-specific resources such as maps, documentation, etc)
      • Risks and Opportunities: These are facts about the assignment's setting and characters that will impact the player differently depending on their alignment, ship condition, and other stats.
    • Pages 3+ - Story Acts
      • Generally, each act should fit on one booklet page, providing all the narrative and mechanical information required to play though it. Acts may have alternate versions, each with its own page.
      • Act I: A introduction/setup to the story, giving the player hints they can use to make preparations for the assignment. The player can spend actions in this act to tune their ship / Equip thier character / recruit NPC pals/crew, etc. Story events may include NPC conversations, skill checks, or other light gameplay. This act may be wholly different depending on which "class" the player is aligned with.
      • Act II: A conflict or mechanical gameplay sequence, usually related to ship functions. Examples include ship battles, navigational challenges, serious malfunctions, etc.
        • The outcome of the sequence changes the narrative ending of this act, expanding or limiting the player's options. The outcome of this act will also frequently alter ship stats, player inventory, etc.
      • Act IIIa, Act IIIb (c, d?): The player character must make a choice in the narrative, which determines which scene will end the story. The outcome of Act II may inform or limit this choice. Each scene plays differently, one might be a daring escape, while the other might be a diplomatic resolution.
    • Final Page - "To Be Continued In...": A list of other modules/assignments for the player to choose from in order to continue their character's story. Options may be limited depending on the version of Act III selected, the player's stats, Act II outcomes, class alignment, or other factors.

    Example Assignment: “The Asset”

    • Summary: Email from corporation: “Take this large crate from planet Kittytail to planet Puppydog in time for the big corporate gala. Don't be late, and don't look in the crate!"
    • Parameters
      • Reward: Standard rate, no advance!
      • Assignment type: Cargo
      • Constraints
        Time limit: Must reach destination without taking too many actions.
        NDA: can't run with other players or NPCs, can't stop for supplies.
      • Supplies
        “Papers” needed to pass planetary customs.
        Fuel stipend (whatever you don’t use, you can keep)
      • Risks: Planet Puppydog is not friendly to scruffy types. Certain player stats might cause issues/delays at customs.
      • Opportunities: Access to future assignments on planet Puppydog (only available to “good dogs”).
    • Act I: "Pick up the cargo"
      • Learn a bit, experience some glitches, spend/waste some time
      • Some random events, die roll checks
    • Act II: "Oh no, it's pirates!"
      • Battle type: targeted attack, pirates intend to board your ship, not destroy it
      • Pirates attack random(?) stat, over a certain number of turns (5?). Player can react with actions, depending on stats and prep actions. Actions spend the player's time budget.
        • Can attack, evade, etc.
        • Can call for help, but if your comm stat is low, your general distress call might violate your NDA.
      • On battle failure (some stat threshold): Pirates board your ship
        • Player can choose to hide, reveal, or protect cargo, costing actions.
        • If pirates discover the cargo, they open the box!
        • If they are fended off, player can get curious, and open the box!
        • The cargo: “It’s clearly important…” but you don’t have any idea. It’s some kind of mysterious artifact maybe?
    • Act III-A: "Deliver the cargo"
      • Did you arrive on time? No? Corp docks your pay
      • Gotta get though customs. Conversation/diplomacy mechanic. Audited for inspection? If you don’t have a lot of time, you can make risky moves to speed things along.
      • Once you get though, you deliver the cargo to secret folks in bio-suits. Oooo, mystery vibes that will pay off in a future module, no doubt!
      • Story ends at the gala! Enjoy a cocktail at the expense of the corp!
    • Act III-B: "Steal the cargo!"
      • Escape the system with the mysterious cargo! Stealth check!
      • Get caught? It's time for a second battle!
      • Make it out of the system? Story ends with a tease: what is this thing and what do I do with it?
      • Get caught by the corp? Go to corporate jail. Do not pass GO.
    • Possible "To Be Continued" modules:
      • Check out the Puppydog job board!
      • Investigate the artifact by following your mysterious client to a hidden lab on planet Puppydog.
      • Escape with the artifact and take it to this crackpot scientist you met once.
      • Corporate jail break!

    Mental Health (with Alanna Linayre) [Nice Replay] Jan 27, 2021
    Show notes #186Mental HealthInterview2020.08.06

    Your nice hosts are joined by nice guest Alanna Linayre, founder of the indie studio Team Toadhouse. Alanna (rhymes with "banana") guides the gaming world towards healthier work practices and personal habits. We asked her a lot of questions about best practices in mental health, and about Team Toadhouse's upcoming game Call Me Cera.

    Also, Mark has a mission for artists, Ellen names a canary, and Stephen learns about "hustle culture."

    Mental Health

    IRLProduction

    Alanna’s guidelines on depicting mental illness in games:

    • Ask yourself why you’re putting mental health issues in your game.
    • Make sure to have correct definitions, and not promote stigmas.
    • Try not to use triggering content for the audience you’re serving.
    • Avoid harmful tropes.
    Mental Illness: The Bio-Psycho-Social Spheres of Influence - Allan Schwartz, MentalHelp.NetI’m a “Spoonie.” Here’s What I Wish More People Knew About Chronic Illness - Kirsten Schultz, HealthlineStoicism - WikiwandRadio calisthenics - WikiwandDaylio mood tracker and micro-diaryYou can get an hourglass similar to Alanna'sTwo clear glass hourglasses, one with white sand, one with black sand.

    Nice Games Jam: "Anarchitects!" [Nice Replay] Jan 20, 2021
    Show notes #179Anarchitects!Nice Games Jam2020.06.16

    Two architects of wildly different philosophies share an office space and compete to influence the design of their client's latest project. It's an excellent sitcom premise, but it's also the subject of our latest Nice Games Jam!

    Photo Credit: Ian Samkov on Pexels

    News

    Itch.io Bundle for Racial Justice and Equality ends with a stunning $8.1m raise… - Wesley Yin-Poole, Eurogamer

    For a major Star Trek fan like Mark, this episode is a rather special, if unusual, milestone. When Star Trek: The Next Generation's episode count surpassed the original Star Trek in its 80th episode, it paid homage by including a subtle reference to the 79th (and final) episode of that series. As Star Trek: The Next Generation itself ran for 178 episodes, it felt fitting to make reference to that bit of TV trivia in this episode, our 179th.

    MURAL - Online CollaborationList of architectural styles - Wikipedia

    Black Lives Matter

    Black Game Developers directoryThe #drawingwhileblack directory - Abelle HayfordJustice for Breonna Taylor - gofundmePrompt"Make a 2D fighter with no combat."Game typeDesign documentPlayer count2RulesPrintout of a digital whiteboard with sticky note images all over it.

    "I will not threaten you with a noogie." Serious Play Conference 2020; Working with Family [Nice Replay] Jan 13, 2021
    Show notes #182"I will not threaten you with a noogie."Roundtable2020.07.10

    Guest host Charles McGregor starts the episode by getting REVENGE. The group talks a bit about the state of the growing "serious games" industry and what it's like to work alongside family members. Also, Stephen does a good transition, and... no one mentions Star Trek?!

    In his intro speech, Charles references episode #37:"Ugly and hard to use."The last days of Mixer - Mikhail Klimentov, The Washington PostTwitch Reckons with Sexual Assault as it Begins Permanently Suspending Streamers - Jacob Kastrenakes, The VergeTwitch bans popular streamer Dr Disrespect - Michael McWhertor, PolygonTwitch temporarily bans President Trump - Jacob Kastrenakes, The Verge

    Serious Play Conference 2020

    0:16:00Ellen Burns-JohnsonEventsSerious Play Conference Home PageSerious Play Conference ScheduleNew Metaari Forecast for Worldwide 2020-2025 Game-Based Learning Market Shows N… - Serious Play WireStop & Think: Teaching Players About Media Manipulation in Headliner - GDC, YouTubeMDA: A Formal Approach to Game Design and Game Research (PDF) - Robin Hunicke, Marc LeBlanc, Robert Zubek, Northwestern UniversityMDA Framework - Wikipedia5 Reasons Why Game-Based Learning Should Matter to Organizations - Karl Kapp, Allen InteractionsGamification vs Games-Based Learning: What’s the Difference? - Halden Ingwersen, Capterra Blog

    Working with Family

    0:42:09Stephen McGregorIRLMark mentioned the Nice Games Jam episode that started Reravel (#157):Reravel: A Backwards Storytelling GameEllen and Eric took blacksmithing at the Chicago Avenue Fire Arts Center

    Agile Development (with Eric Johnson) [Nice Replay] Jan 06, 2021
    Show notes #155Agile DevelopmentInterview2019.11.05

    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

    ProductionWhy people still believe in the Waterfall model - Tarmo ToikkanenAn Agile Approach to Launching the Nordstrom Sunglass Application - Nicoli Sinclair, Temple University

    "Kapow?" Fun in Games; Porting Your Game [Nice Replay] Dec 31, 2020
    Show notes #175"Kapow?"Roundtable2020.05.19

    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.

    GDC’s summer event will be digital only - Megan Farokhmanesh, The VergeNeat things that Star Trek Online did with Star Trek lore - Eliot Lefebvre, Massively Overpowered

    Fun in Games

    0:11:09Ellen Burns-JohnsonGame DesignAssassin’s Creed Valhalla Is Bringing Back The Instakill Hidden Blade, In A Sig… - Stephen Totilo, KotakuAssassin’s Creed Odyssey Developers Say Breaking Series Traditions Made For A B… - Stephen Totilo, Kotaku15 things you can do to make Breath of the Wild feel new again - Patricia Hernandez, PolygonRaph Koster's Theory of Fun, ten years on - Leigh Alexander, Game DeveloperSolaris (1972) - trailer

    Porting Your Game

    0:44:11Mark LaCroixHardwareProgrammingYour Indie Game on Console: A Practical Guide to Porting - Thomas O'Connor, GDCOUYA works with Xbox 360 and PS3 controllers - Rik Henderson, Pocket-lintMicrosoft Windows Astoria bridge for Android is dead - Jan Vermeulen, MyBroadbandHaxe (programming langauge) - WikipediaPost-Mortem on Transitioning from Flash to Haxe - Doug Pearson, GameDaily ConnectC-- (programming language) - WikipediaIntroduction to OpenFL - HaxeFlixel documentationEpic Games' Unreal Engine Heads To Flash - Kris Graft, Game DeveloperAdobe Flash Player Export in Unity 4.0 - Ralph Hauwert, UnitySunsetting Flash - David Helgason, UnityDevelopment of Duke Nukem Forever - Wikipedia

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