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

    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!

    0:18:42

    Localization

    Gamedev Polyglot Google Spreadsheet1:00:52

    Navigation

    Want To Learn About Game Design? Go To IkeaJamin WarrenReadwriteIKEA, and the Logic of Video Game DesignDaniel GoldingKotaku1:23:55

    Dale’s Additional Travel Tips

    Google MapsDrury Hotels

    Agile Development (with Eric Johnson) Nov 05, 2019
    Show notes

    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

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

    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?

    • Ellen Burns-Johnson on Twitter
    • Widget Satchel announced!
    0:03:45

    Finding Fidelity

    Valve Knuckles controllersFoundry10 Portal 2 curriculum0:26:06

    Taking Feedback

    The Invisible Gorilla ExperimentHiphopopotamus vs. Rhymenocerus (NSFW)Flight of the ConchordsYouTube

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

    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).

    • "Unpacking" is planned for a late 2020 release.

    0:04:49

    Multi-Generational Gaming

    Yoshi’s Crafted World dev comments on the game’s difficulty@NE_BrianNintendo EverythingSingle-player Canfield Solitaire has "a very low probability of winning"Wikipedia0:32:44

    Noble Failures

    I, Robot (arcade game)WikipediaPreservationists Are Racing to Save Ouya's Games Before They DisappearNicole CarpenterVice

    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).


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

    "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.

    Bulletin topic (Recent releases)

    Timecode0:05:51Untitled Goose Game Review - The Joys Of Goosing Around - Kimberly Wallace, Game InformerThe Legend of Zelda: Link’s Awakening is the perfect Zelda for younger fans - Russ Frushtick, PolygonShould Your Boyfriend Play Legend of Zelda: Link’s Untitled Goose Game? - Girlfriend Reviews, YouTubeHow Gears of War changed to become Xbox Game Pass’ biggest launch - Owen S. Good, PolygonWhat the Golf?Return of the Obra Dinn docks on consoles this month - Owen S. Good, PolygonJohn Wick HexRing Fit AdventureLuigi's Mansion 3

    Bulletin topic (News) Star Trek News

    Timecode0:29:24Star Trek NewsStar Trek: Picard NYCC Trailer - CBS All Access, YouTubeStar Trek: Discovery - Season 3 NYCC Teaser Trailer - CBS All Access, YouTubeStar Trek: Short Treks Q&A Trailer - CBS All Access (Video) - CBS All Access, YouTube

    Bulletin topic (News) Video Game News

    Timecode0:34:59Video Game News

    Union News

    Monument Valley developer Ustwo threatened with legal action over union busting - Chris Kerr, Game DeveloperKickstarter Union (Twitter)Troy Baker Says He Didn’t Voice Rhys In Borderlands 3 Because "They Wouldn’t Go… - Cecilia D’Anastasio, Kotaku

    Other News

    Difficulty is about trust and communication, not "hard" vs. "easy" - Jennifer Scheurle, PolygonRocket League is Replacing Loot Boxes With "Blueprints" - Luke Plunkett, Kotaku

    "I don't always want to do that." Holistic Game Design; Work/Life Balance Oct 08, 2019
    Show notes

    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.

    • The latest game trailer to submit to the #StephenTest is "Reginald Does His Thang" by Gibrian Foltz. Available now on Steam and Itch!

    • Stephen is working on a new game, the just announced Rhythm Rumble!
    • Apple Arcade: Game Developers Still Don’t Have Answers They Need - Nate Swanner, Dice
    • Developers Cash In By Selling Their Switch Games For Pennies - Stephen J. Bronner, Kotaku
    0:20:11

    Holistic Game Design

    0:49:10

    Work/Life Balance


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

    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

    Game DesignTabletopSecrets of Blackmoor documentaryDungeon!

    It's sold many places including Powell’s bookstore in Portland, OR.

    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]Pentantastar

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

    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.


    "Intentionally random." XOXO Festival; Randomization Sep 17, 2019
    Show notes

    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.

    0:19:53

    XOXO Festival

    XOXO websitePIG (Portland Indie Game Squad)Rose City GamesSmallbü animationLater AlligatorBrian David Gilbert of Polygon’s “Unraveled” video series about ridiculous vide…Here are the instructions and character sheets for calculating your pet’s HP

    Emma Kinema of Game Workers Unite

    Hundred Rabbits0:52:05

    Randomization

    Procedural generation episode"Mutual butt-kicking." Loot episode"There's loot in your DNA!"“If Your Office was an RPG”Rooster Teeth

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

    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.

    • Widget Satchel in being translated into Japanese! Neat!

    • Adobe's page about Source Han Serif, one of their open-source CJK fonts.
    • Source Han Sans on GitHub!
    • Martha and Mark both missed TypeCon!
    0:21:27

    Rumble

    Sony's first rumble controller was the PlayStation Dual Analog Controller (in J…WikipediaNintendo's HD Rumble will be the best unused Switch feature of 2017Sean BuckleyEngadgetRead about the lawsuit which was the likely cause of the lack of rumble in the …Wikipedia0:47:04

    Making Games for Spaces

    Read about the Riddle Mia This installation.Our previous episode on Game Instalations."Ugly and hard to use."Our previous episode on Physical Games."We should go outside!"Our previous episode on Escape Rooms (with Art Allen)Puzzle/Escape Rooms"Seattle Immersive’s ‘Romeo & Juliet’ has audiences on their feet"Misha BersonThe Seattle Times

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