Nice Games Club - a gamedev podcast! cover image

Nice Games Club - a gamedev podcast!

Latest episodes

undefined
Apr 4, 2024 • 0sec

GDC 2024 Special (Part 2)

And now, the conclusion (sorta!), as tour nice hosts recount the back half of the week at this year's GDC. It's a long one, but there's somehow even more on our Patreon.GDC 2024 Special (Part 2)ReSpec: Accountability SupportHow Nintendo made Super Mario Bros. Wonder so weirdAndrew WebsterThe VergeJack Foley (sound effects artist)WikipediaThe return of 1ReasonToBe and why we still need itMarie DealessandriGamesIndustry.bizPanic says two pallets of Playdates worth $400,000 have vanished in VegasChris KerrGame DeveloperA frequently-cited "good first episode" of Nice Games Club is one where we interview August Brown:Developer/Publisher RelationsWe had Monica on the show to help create a Nice Game Jam game in:Blame the Cat! (with Monica Fan)
undefined
Mar 28, 2024 • 0sec

GDC 2024 Special (Part 1)

Some of your nice hosts, plus some nice guest hosts, traveled to San Fransisco last week for the 2024 Game Developers Conference. There was so much to see and do and it ended up being too much for just one episode... actually, it was too much for just two episodes!So, how much GDC 2024 content is there exactly? Well, plans changed and it's too complex to summarize here, so be nice and have a listen to find out!(SPOILER: There's 2+ hours of extra GDC content on our Patreon page!)Musée MécaniqueGDC 2024 (Part 1)Unity 6 and beyond: A roadmap of Unity Engine and servicesWe discussed the first "Flash Games Postmortem" in:GDC 2017 Special (Part 2)
undefined
Mar 22, 2024 • 0sec

"Things just happen, somewhere." Partnering Up; Control Flow

It's our first roundtable of the year! And did you know that Minneapolis is "partnered up" with Saint Paul? Stephen's not sure what either of these topics have to do with game development, but don't worry—we get there. Ellen kicks off a conversation about how the people we work with have a huge influence on what we create, and the experience of creating it. Mark tries to explain "control flow" in programming, and pretty much everyone gets it. You probably will, too.Cover image by RF Studio - PexelsPartnering UpClick: The Magic of Instant Connectionby Ori Brafman, Ron BrafmanGoodreads0:41:08Control FlowControl flowWikipedia
undefined
Mar 12, 2024 • 0sec

Nice Games Jam: "Eddies"

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 junkA container for the small peices of junkPlaying feild (box, 8 sided)Rule Card DeckSetupThis 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 examples Puff: 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.
undefined
Mar 7, 2024 • 0sec

"The Roboston Sessions"

We're all back in the clubhouse for the first episode of 2024! There's some news about the show up top, but in terms of your nice hosts: Ellen has important job happenings, Mark establishes important business for IGDATC and Stephen remembers he's good at game design, but not much else.What We Did On Our Winter Break (2023-2024)2024 GDC Public EventsGrace ZhouSouth By SouthwestCharles Mingus - Moanin'mohammertimeYouTubeProject LBoardcubatorBoard Game GeekApocalypduckGlobal Game JamIGDATC MerchigdatcHave a video game concept? Twin Cities group will help you make it a realityLouis KraussStar TribuneShift HappensMarcin WicharyAreslunaMeet the robot guitarist with 78 fingers and coolest cable hair you’ve ever seenSheena McKenzieCNN Business
undefined
Feb 29, 2024 • 0sec

Getting Things Going (with Rick Stemm) [Nice Replay]

#319Getting Things GoingInterview2023.08.24In this episode your nice hosts welcome Rick Stemm of PikPok to the clubhouse to talk about what happens after a game gets greenlit.Turns out the answer involves building your team and trust. Rick touts the idea of a sh*tty first draft - faster and worse. Coaching feedback givers for what you are looking for, and the importance of building a trust in a team. Rick spouts useful idioms and your host claim points for each time Rick says ‘cohesive’ or ‘holistic.’Who scored the most points? Turns out Stephen declared that the points don’t matter, good thing I never bothered tabulating them.  Getting Things GoingIRLRick StemmGuestRick Stemm is the Design Manager and Narrative Director at PikPok! RIck is originally from Wisconsin but now lives and works in New Zealand. Rick Stemm can be reached by email at Rick@PikPok.comExternal linkRick Stemm is on LinkedIn
undefined
Feb 22, 2024 • 0sec

"Metroid is very serious." Secrets & Easter Eggs; Player Trust [Nice Replay]

#296"Metroid is very serious."Roundtable2023.03.16In this episode, Mark makes up a reason to take a road trip, Ellen outwits everyone, and Stephen was also there.Zachtronics Solitaire CollectionLACMAA Better Route PlannerSecrets & Easter Eggs0:24:43Ellen Burns-JohnsonGame DesignThe Super Mario 64 Coin that Took 18 Years To Collect - Patricia Hernandez, KotakuPC Cheat Codes - IGN Reddit on video game Secrets - RedditSecrets That Weren't Discovered in Games For Years - Jordan Baranowski, SVGPlayer Trust0:48:39Stephen McGregorGame DesignWe touched on this idea back in our roundtable on 'The Ethics of Engagement'"Shiny rocks get me every time."
undefined
Feb 15, 2024 • 0sec

Nice Games Jam: "Pothole Run" [Nice Replay]

#301Pothole RunNice Games Jam2023.04.21According to Minnesota Public Radio, it's hot girl sinkhole spring. In other words, we have an insane number of potholes right now in the Twin Cities, and since we can't do anything other than wait for the hardworking folks of road repair to fix them, we made a game about the whole situation. Andy and Beth Korth join for this special Nice Games Jam!GLOM preorder through Miniature MarketGLOM preorder through GameNerdz✨hot girl sinkhole spring✨ - Minnesota Public RadioUptown washout leaves 8-foot-deep sinkhole in Minneapolis intersection - Tim Nelson and Kerem Yücel, Minnesota Public RadioThe Korths are back! They were first on episode #002Steam GreenlightEpisode #102 with Beth & AndyCode Comment: "Verdant Skies"Episode #204 with Beth & AndyFamilies in GamesEpisode #132 with Beth Narrative Design An example of the pothole + sinkhole situation we're dealing with this spring.Another view of the school bus sinkhole.PromptEllen gave us a prompt: "Create a game about patching potholes that Gabe would have fun playing"Game typeTabletop gameMaterialsMarblesPlay-Doh or alternative squishynessA very complicated custom game boardRoad tiles of various sizes and configurationsSetupSet up the custom game boardDistribute marbles to all playersDistribute Play-Doh to all playersDistribute road / terrain tiles to all playersDetermine who will be the first player per the rules belowRulesIn a nutshell, the game challenges players to roll marbles down a hill. The hill is made of road tiles, but some of the tiles are pitted with potholes. Players can use Playdoh to patch potholes in the road so the marbles will make it to the finish.The board is a grid laid over a raised pyramid where players put down terrain. Everything starts in the center (city hall); that’s where you put the marbles so they roll down the hill. Each quadrant is a side of the pyramid, there’s some method of tiling for the player to put pieces down to determine how the marbles will travel in that area.Turn orderPlay starts with the player who most recently hit a pothole with their car or their bike. In case of a tie (as might happen if multiple players were in a car together), the younger player goes first.Play then proceeds clockwise.Players can take 3 actions on their turn. You can do the same action more than once. The actions are:Rotate the boardPlace or swap a tilePatch a potholeDrop a marbleTilesEach tile is worth 1, 2 or 3 victory points when marbles pass through. The rougher the tile, the more victory points it's worth.Players also get a bit of Play-Doh to fill up potholes in the terrain.Players have 5 tiles in their hand at any given time; as an action, they can play one, then draw back up to 5 tiles.Rotating the boardRotating the board happens towards the left (counterclockwise), the opposite of play order, which goes to the right (clockwise). Each rotation turns the board 90 degrees.Scoring & dropping marblesIf a marble reaches the bottom of the hill in front of you, you get the victory points that it acquired from each tile it moved through on its journey from the top of the hill to the bottom.You ONLY get the victory points if the marble reaches the bottom of the hill. If you drop a marble as an action, and the marble gets stuck on the way, you don't get any points from the tiles it passed through.Winning the gamePlay proceeds in 12 rounds. Each player gets one turn per round.Play ends when the turn counter reaches zero (game starts at the start of winter, ends at the start of the next winter)Whoever has acquired the most victory points by the end of the "year" is the winner of Pothole RunFun stuff to think about for the futureWe have to create an extractor to get the playdoh out.Cooperative play mode? Roles for each player? Someone who’s better at filling potholes, someone who can put more marbles down, etc. Maybe two teams?
undefined
Feb 8, 2024 • 0sec

"One size bigger and red." CSS; Skill Trees [Nice Replay]

#298"One size bigger and red."Roundtable2023.04.13Dale learned a lot while editing this episode.She learned the board game ‘Spirit Island’ is about spirits that protect an island, and she is pretty sure that this is the same premise as hit TV show ‘LOST’.She learns that CSS is not a programming language or a mark-up languageAnd she learns that CSS stands for Cascading Style SheetsShe learns that AAA games are easy (not sure why she struggles with them)That there are either wrong choices in skill trees OR it never really matteredAnd that Stephen wants to fight everyone on DiscordGood luck anyone who isn’t a McGregor!Stephen is playing Spirit Island - Board Game GeekRa Ra Boom Trailer (from Max who schedules our interviewsTwin Cities Playtest is the 3rd Wednesday of the Month - EventbriteTwin Cities Playtest is also on YouTube - IGDA Twin Cities, YouTubeCSS9:47Mark LaCroixProgrammingIn this discussion Ellen mentioned accessibility standards for web contentWCAG (Web Content Accessibility Guidelines) - WikipediaMark asked if there is an ISO Standard for this, and there is! ISO 40500:2012There is also one for UI: ISO 30071-1Mark mentions that you should look up the 'Blink' tag, but Dale already did it for you, here.Unity Style Sheet (USS) - UnityThere is a USS Unity in Star TrekAnd Stephen mentions the Div-Div Crow, based on this webcomic.Skill Trees46:38Stephen McGregorGame Design
undefined
Feb 1, 2024 • 0sec

"Shiny rocks get me every time." Branding & Iconography; The Ethics of Engagement [Nice Replay]

#284"Shiny rocks get me every time."Roundtable2022.10.28It's spooky season! Stephen is SO over it, but he can't escape all the scary stuff happening in this week's episode. We start with a lesson on the necromantic arts of branding and iconography, guided by Mark, a master of these dark magics. After the break, Ellen raises a past topic from the dead in order to explore the ethics of manipulating players' brainnnsssss. Also mentioned: candy corn, houseplants, and—you guessed it—Star Trek.Star Trek: AscendancyBranding & Iconography0:10:10Mark LaCroixMarketingSmash TV - WikipediaThomas Was Alone - Bithell GamesThe Ethics of Engagement0:36:22Ellen Burns-JohnsonGame DesignEgg, Inc. - Auxbrain, Inc.Idle Acorns - Aleros LLCBeReal social mediaA little learning is a dangerous thingDrink deep, or taste not the Pierian spring.This is a line from Alexander Pope's Essay on Criticism (1711). The Pierian spring is a fountain in Pieria, a district round Mount Olympus and the native country of the Muses. You can read the full text for free here on Project Gutenberg.

Get the Snipd
podcast app

Unlock the knowledge in podcasts with the podcast player of the future.
App store bannerPlay store banner

AI-powered
podcast player

Listen to all your favourite podcasts with AI-powered features

Discover
highlights

Listen to the best highlights from the podcasts you love and dive into the full episode

Save any
moment

Hear something you like? Tap your headphones to save it with AI-generated key takeaways

Share
& Export

Send highlights to Twitter, WhatsApp or export them to Notion, Readwise & more

AI-powered
podcast player

Listen to all your favourite podcasts with AI-powered features

Discover
highlights

Listen to the best highlights from the podcasts you love and dive into the full episode