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

    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.

    • How did Animal Crossing’s Isabelle and the Doomguy become best friends? - Julia Lee, Polygon
    0:09:00

    Working From Home

    Because Internet, a book by Gretchen McCulloch

    Collaborate with Live Share (Visual Studio Code)0:34:14

    Games to Play While Social Distancing

    Charles made a HyperDot painting in Animal Crossing@DarkaysTGTwitterYour Complete Guide To The SimCity DisasterJason SchreierKotakuWe talked about Martha's love of 'safe zones' in this previous episode (#104):"Safety gone!"

    "Please cheat, I don't care." Unlocks; Case Study (Mutazione & Later Alligator) Mar 25, 2020
    Show notes

    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)

    MutazioneLater AlligatorWe played though one of Martha's favorites in a previous video episode:Nice Plays: Pajama Sam 2 (1998)Dr. KatzWikipedia

    "GDC" 2020 Special Mar 25, 2020
    Show notes

    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.

    0:12:40

    The GDC That Wasn't

    GDC on TwitchGDC's channel on YoutubeGDCYouTubeGDC Summer is (currently) planned for August 4th-6thIGF Awards 2020: Finalists and winnersGDCA 2020: Finalists and winners0:39:52

    Next-Gen Console Reveals

    Xbox Series X: A Closer Look at the Technology Powering the Next GenerationWill TuttleXbox WireThe Road to PS5: A talk by PS5 lead system architect Mark CernyPlayStationYouTube

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

    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.

    • We mentioned the previous Train Jam episode (#17):GDC 2017 Special (Part 1)
    0:17:47

    Naming Things

    Google Trends

    0:52:45

    Rhythm Games

    Harminix's next music-making game puts your DJ skills to the testChristine FisherEngadgetEpisode where Mark talks about his Rock Band experience (#153):"She also cheats a lot."Ape Out - Arcade Mode GameplayIGNYouTube

    "If you're feeling saucy..." Day-One Patches; Crunch Mar 10, 2020
    Show notes

    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

    Why 'Day-One Patches' Are So CommonRami IsmailKotaku

    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!

    0:42:22

    Crunch

    'Anthem' is proof that crunch can't save AAA gamesJessica CondittEngadgetVideo Game Delays Cause More CrunchJason SchreierKotakuBook Review: If You Want to Write by Brenda UelandJoel FriedlanderThe Book DesignerCrunch Time: How Indies Are Falling Victim To Launch Day PressuresKate FanthorpeThe Indie Game WebsiteStudio MDHR delays Cuphead DLC to 2020, in bid to avoid development crunchAaron MamiitDigital Trends

    Mark referenced how Mr. Scott maintains his reputation as a miracle worker.


    "GDC Auxli- Aux- Alternative!" Nice Games Bulletin Mar 03, 2020
    Show notes

    Ellen Burns-Johnson joins us in the club house to discuss the latest in game dev news! We talk about the latest releases, GDC getting "postponed", Kickstarter unionizing and more. Be nice and have a listen!

    Bulletin topic (Recent releases)

    Timecode0:05:34

    HyperDot is a local game by Stephen's brother Charles! Buy it!

    Bulletin topic (News)

    Timecode0:20:22Important GDC 2020 Update - GDCTrain Jam is still on!Wings Fund is providing GDC relief funding.Plan B Project has an event page on Facebook.AltGDC will have conference talks and panels that will be recorded.#notGDC is an annual, free, online event that runs concurrently every year.​​​​​​​COVID-19 information from the World Health Organization.Google's ambitious push into gaming is floundering, and it's due largely to too… - Ben Gilbert, Business InsiderKickstarter employees vote to unionize, relieving tension among game developers - Charlie Hall, Polygon

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

    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 ConceptHere's a Nice Game Club "Bug" concept that was rejectedLogo StarsLogo Option #1: StarsLogo Git TreeLogo Option #2: Git TreeLogo BracketsLogo Option #3: Coding BracketsStephen and the Fingeance team talk about their love of "choice #3" in one of our "Code Comment" episodes:Code Comment: "Fingeance"Bracket Logo IterationIteration on Logo #3 (brackets)New logo in multiple colorsLogo in multiple color contexts, including the "Valentine" themeTwo concept images showing the new Nice Games Club logotype on a stylized video game cartridge.Variations on the "logo on a cartridge" conceptWe made our new site using Drupal, a VERY open source web development tool.

    December 2019

    IGDATC's monthly meetingsDale talked about developing Reravel, which was first developed during a Nice Games Jam episode:Reravel: A Backwards Storytelling Game

    January 2020

    Protospiel

    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 04:00The Global Game Jam 2020 keynoteWe mentioned Rachel, the head of GLITCH's Discord, who we have had on a previous episode:Games Education Mark worked with Scott Lembke for GGJ 2020. We interviewed Scott on a previous GGJ episode:"Steal this episode."Super City MayorMark's logo for his team's GGJ 2020, with character art by teammate KissiKissi worked on a few games during the jam!A picture from the game jam game Super City Mayor.Screenshot from "Super City Mayor," Mark's GGJ gameYou can play Dale and Beth's GGJ game, "Corporate Espionage" right in your brow…

    February 2020

    Mark and Dale saw David Byrne's American Utopia!American Utopia on BroadwayAmerican Utopia: Full Cast AlbumSpotifyNew York Transit MuseumIn a very old subway car at the NY Transit MuseumDale in a very old subway car at the transit museumIn a moderately old subway carDale in a moderately old subway car at the transit museumNYU Games Center has playtest events every Thursday

    Nice Games Jam: "Buttons and Triggers and Sticks, Oh My!" [Nice Replay] Feb 11, 2020
    Show notes #149Buttons and Triggers and Sticks, Oh My!Nice Games Jam2019.09.25

    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!

    PromptDesign a game where the player's load-out impacts the game's controls.Game typePaper prototypePlayer count2-4Materials

    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.


    "It's Black History Month, y'all!" Audio Basics; Representation in Games [Nice Replay] Feb 04, 2020
    Show notes #118"It's Black History Month, y'all!"Roundtable2019.02.26

    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.

    "Treasure Stack Reveals Launch Date With a Trailer Powered By Artisanal, Locall… - Hardcore Gamers

    Audio Basics

    0:05:32Mark LaCroixAudio"MP3 'died' and nobody noticed: Key patents expire on golden oldie tech" - Andrew Orlowski, The RegisterDigital Audio Basics: Sample Rate and Bit DepthTurns out, there is a ".2" in certain surround sound setups.Get free sounds on freesound.org!The reduction in audio dynamics in pop music is a result of the so-called Loudn…

    Representation in Games

    0:41:57Stephen McGregorIRLProductionKey & Peele - Black Republicans"Here's a good argument for a black Batman" - Dan Neilan, AV Club"Hopi-less: How Kachina Became Donut County" - John Walker, Rock Paper Shotgun"What It's Like To Write About Race And Video Games" - Gita Jackson, Kotaku

    Nice Games Jam: "Ants of Destiny: Morsels of the Queen" [Nice Replay] Jan 28, 2020
    Show notes #143Ants of Destiny: Morsels of the QueenNice Games Jam2019.08.13

    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.

    PromptWhat would the Nice Games Club take on a JRPG be? Do thatGame typePaper prototypePlayer count2Setup

    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!


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