Episodit
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#338EddiesNice Games Jam2024.03.11
The clubhouse is caffeinated and ready to jam, game jam that is.
The clubhouse is giving a prompt where air movement is the main mechanism of action and they create a physical game for a tabletop (in the style of 'Hungry Hungry Hippos'). The notoriously unpredictable 'Eddies' of air movement gives this game it's name. The main challenge for the team - a more sanitary air blower mechanism than drinking straws: a tiny bellows, small whoopie cushions, slide whistles, or party noisemakers?
Prompt"Create a game where the main mechanics are fans and or leaf blowers."Game typeTabletop gamePlayer count2 - 8MaterialsBlowing mechanisms - one per player (drinking straw in playtest)
A bunch of small peices of junk
A container for the small peices of junk
Playing feild (box, 8 sided)
Rule Card Deck
SetupThis is a game about some young teenagers who find some leaf blowers in their (octagonal) cul-du-sac and make a game with them.
Each player will select a side of the playing field (the box) as their home territory. The goal of the game is to have the least amount of junk (points-wise) fall off of your side of the field.
Rule Cards:
Separate the Rule cards into the three categories: Puff Variants, Point Variants, and Zone Variants. Shuffle the cards from each category, and pull three of each category to start each of the three rounds.Cards rule examplesPuff: Each player has 3 puffs per turnPoint: Each black item is worth +1 point, all other items are worth -1 pointZone: The windy end of your blowing mechanism may not be placed within zones 1+2 of the playing fieldShuffle the remaining rules cards from three categories together.From the combined deck, deal 4 cards to each player.The player may look at their hand of cardsPlace Junk (perform at the start of each round):
Gather some junk and place it in a container. Typically dice and pieces from other games will make up the majority of the junk, but this may also be dodads from your junk drawer like golf pencils, nails and screws, magnets etc.At the beginning of each round a different player will grab a handful of junk from the container and place it in the center of the 8-sided playing area.The junk placer may not arrange the junk when placing it down. Any junk that falls off of the playing field will be returned to the container of junk.RulesAfter the junk is placed the rule for each category is revealed, by flipping over the top rule card from each of the three piles: Puff, Point, and Zone. The displayed rules are now in effect.
The player who placed the junk will go first.
Each player turn has three phases:
1. The play may put a rule card from their hand into play by stacking it on top of the exsisting rule for the category which it belongs to (puff, point, or zone). That rule is now in effect and the rule that was covered up is no longer in effect.
2. The player uses their "leaf blower" to puff the objects in on the playing field the number of times indicated by the Puff rule. They must follow any Zone rules in effect.
3. The player's turn is scored according to the rule cards in effect. The player draws back up to 4 cards in their hand.
The round ends when each player has had 5 turns.
New junk is placed in the center of the playing field, new rule cards are revealed and the next round starts.
The object of the game is to have the least scoring junk blown off your edge of the playing field. Highest scoring player (usually player closest to 0 wins), as most junk is worth negative points.
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#354The Intersection of Puzzle and StoryInterview2024.07.05
Narrative designer and pal of the program Beth Korth fills in for Ellen as guest host this week and next!
Your nice hosts welcome famed designer Ron Gilbert (Monkey Island, Thimbleweed Park) into the clubhouse to discuss the virtues of inexperience, friction for its own sake, how it's all about story, and it's puzzles all the way down.
The Intersection of Puzzle and StoryGame DesignNarrativeProductionReturn to Monkey Island will have a hint system because the internet exists now - Joshua Rivera, PolygonVerdant Skies - SteamClassic Game Postmortem: Maniac Mansion - GDC, YouTubeThe phrase "confederacy of dunces" derives from a Jonathan Swift quote.
Examples of movies that feature a poorly-received genre twist include Serenity (2019), Remember Me (2010), and Safe Haven (2013).
Ron GilbertGuestOwner of Terrible Toybox, the designer/creator of Monkey Island, The Cave, Pajama Sam and the designer/co-creator of Maniac Mansion, DeathSpank and Thimbleweed Park. Co-designer of Return to Monkey Island.External linkMastodon - @[email protected] - Grumpy GamerStudio - Terrible Toybox -
Puuttuva jakso?
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#353"The super-powerful beam or whatever."Roundtable2024.06.27
This week, your nice hosts talk about code that isn't yours and ask about the natural conclusion of the narrative. Mark is handy, Ellen kinda wants to add a note, and Stephen is grounded.
It looked so easy in the brochure, but the brochure lied - Antony Ingram, HagertyCode Libraries0:07:41Mark LaCroixProductionProgrammingToolsBest practices for writing code comments - Ellen Spertus, Stack Overflow BlogDeclare namespaces to organize types - Microsoft LearnYour nice hosts discussed licensing in a previous episode:"What's a little grand larceny?"Game OversStephen McGregorGame DesignNarrativeAlternatives to the Game Over screen - Game DeveloperWe didn't mention it in the episode for some reason, but our "Metroidvania-lite" game Widget Satchel had no deaths, game overs, or failure states.
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It's a cheery and bright episode to get you through the dark cold days of winter! ☃️ Your hosts (plus guest Joanna May) wrap up 2024 with a readout of their nicest things from the year—nicest games, nicest accomplishments, and nicest procrastinations. Plus, plans and projects for 2025, some soft resolutions, and a review of some exciting upcoming titles you're likely to see hit various storefronts in the next calendar year. A happy year's end to all!
Cover image credit goes to Animal Crossing World.
This year's selection of Nice Replays start next week. See you in 2025!
2024 AccomplishmentsMark
Founded a 501(c)(3) organization, Nice Games Alliance.Got a new job, on a still unannounced game.Renewed the lease on the Noble Robot officeStephen
I made two movies! (Or at least I will have by the end of the year)Immense progress on Future Club gameEllen
My RSV game won multiple industry awards -
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 creator of Chickensoft, open source tools for Godot and C# as well as a grassroots community. External linkChickensoft -
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) Panic2) Prompt3) More Panic4) Scramble5) Oh, we can do this6) We did this - let’s do moreWe 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 tape
Mall map
RulesTakes place in a mall, in a starbaseTheater, retail, pet store, cafeteriaPen and paper RPG, players need to figure out what’s going on outside without leaving the mall/their jobsCommunication is limited somehowNosy kids?Point where we’re in too deep?It’s now a VHS tape/DVD game.Each character has unique roles and abilities based on their jobCafeteria unboxer person, sees recycling bins, can make things out of trashRetail, interacts with customers regularlyPet store, young kid who does mischief thingsTheater, technical expertise, interacts with other staff of theaterMall wide announcements (security, mall, etc.)Different locations have a stack of cards containing information, they have unique ability to access these different decks. Info from cards cannot be talked about, you need to move to another player to give them that information.NPCs move on a track separately, they move during the “computer” turn, the mall is a separate turn/entityNPCs control how much players can move (they may have customers they need to deal with)Each round the players have certain actions, different actions if there are customers in the storeSome cards are gossip (from customers), some cards are evidence (physical things you find)Some of the gossip is false, good/juicy information is rareNarrativeThree actsAct 1: Something’s going on! Busier than normal, more security, longer shifts than normal because everyone needs to be in the mall, the management wants to keep everyone thereA lot of the rumors are about not being able to do their regular jobs outside of the mallAct 2: It’s one of three thingsAct 3: Did we figure out what’s going on?You have to figure out what the threat is, afterwards pick some number of ways to deal with it, depending on the response you have a list of tasks to complete to fulfill. If the tasks you did relate to the actual threat, you get points. -
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. 💖
Digital Escape RoomsGame DesignArticulate Storyline 360HyperCard - WikipediaExhibit Design - WikipediaEscape Room Races with the Lads - Northernlion, YouTubeEscaping a Room of Terrors - GameGrumps, YouTubeLydia SymchychGuestLydia is a collaborative game designer and cross-disciplinary translator, who approaches design with compassion and ✨ sparkles ✨. She creates interactive and interpretive learning experiences, including museum exhibits and positive impact + educational games. Ellen thinks she is great.External linkYou can find Lydia on LinkedIn -
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 -
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 -
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 development
SubbuteoSoapboxderby.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 placed
5 racer sleds
Racer weights
Tiles with different friction coefficients (terrain tiles)
Mission from HQ Cards
Special Objective Cards
Setup1) 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.
Rules
3) Each player draws two Mission from HQ cards and picks one to be their secret objective.
Players are given each a set amount of time-travel credits.
On their turn, each player uses a time-travel credit to either replace or swap terrain tiles.
When each all players have spent their time travel credits, the race is on! All racer sleds are released from their starting box, and the results of the race are observed.
Each completed mission results in the number of 'Points for the Future' on the mission from HQ card awarded to that player. The number of points is based on the difficulty of the mission.
After the weekend derby is complete (15 rounds), the player with the most point for the future war is declared the winner, but not for 20-30 years.
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"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/
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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 -
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/ -
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 Network0:40:35Remixed Play ModesMetro NexusNoble Robot10 Most Unique Multiplayer Modes In Video GamesJames KennedyThe GamerExtra game modesUniversal Videogame ListPARKS Board Game59 Parks -
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 makingEllen 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 Points2. Experience Points3. Stats based scoring4. 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 has been watching the behind the scenes special feature for ' The House that Dragons Built' -
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 -
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 -
In this episode the boys are back in Minneapolis, but they are still thinking about their time with Ellen in Duluth, or Roboluth ;) s
So 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 in episode 337"The Roboston Sessions"Mark and Steven visit Ellen in Duluth where they play a bunch of Roboston"Apply your context, thusly."Rulebook is
More than a script for “the teach”Verbal and visual (and, increasingly, multimedia)Define your PlayersSteve BromleyGame User ResearchDefine your Players
User persona is the UX term, Player persona is used in gamesThings to add to the FAQs
Does the value affected by the repeater also get multiplied if you’re adding a part?Does the value for a new part always have to come from the torso?Can you send the robot without having arms/legs/heads?How many dice should I try to go for in this check?Player Personas1. Roboston new players
Box inventory list Anatomical diagram of a robot Game setup diagram (game as a whole, what’s in your hand)Reference cards (player actions, game phases, etc.)2. Roboston experienced players
Table of contentsStats for nerdsIndex (?)FAQ section3. Inexperienced tabletop game players
Invitation to play, sense of funBuild trust with the player as the rulebook progresses4. Experienced tabletop game players
Resource, reference Allow them to get right to the core, fast -
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 -
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 - Näytä enemmän