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محتوای ارائه شده توسط Lydia, Stephen, and Mark. تمام محتوای پادکست شامل قسمتها، گرافیکها و توضیحات پادکست مستقیماً توسط Lydia, Stephen, and Mark یا شریک پلتفرم پادکست آنها آپلود و ارائه میشوند. اگر فکر میکنید شخصی بدون اجازه شما از اثر دارای حق نسخهبرداری شما استفاده میکند، میتوانید روندی که در اینجا شرح داده شده است را دنبال کنید.https://fa.player.fm/legal
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Nice Thinking: "Iterative Game Jam"
Manage episode 451284131 series 2731039
محتوای ارائه شده توسط Lydia, Stephen, and Mark. تمام محتوای پادکست شامل قسمتها، گرافیکها و توضیحات پادکست مستقیماً توسط Lydia, Stephen, and Mark یا شریک پلتفرم پادکست آنها آپلود و ارائه میشوند. اگر فکر میکنید شخصی بدون اجازه شما از اثر دارای حق نسخهبرداری شما استفاده میکند، میتوانید روندی که در اینجا شرح داده شده است را دنبال کنید.https://fa.player.fm/legal
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.
0:04:30
Iterative Game Jam
450 قسمت
Manage episode 451284131 series 2731039
محتوای ارائه شده توسط Lydia, Stephen, and Mark. تمام محتوای پادکست شامل قسمتها، گرافیکها و توضیحات پادکست مستقیماً توسط Lydia, Stephen, and Mark یا شریک پلتفرم پادکست آنها آپلود و ارائه میشوند. اگر فکر میکنید شخصی بدون اجازه شما از اثر دارای حق نسخهبرداری شما استفاده میکند، میتوانید روندی که در اینجا شرح داده شده است را دنبال کنید.https://fa.player.fm/legal
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.
0:04:30
Iterative Game Jam
450 قسمت
همه قسمت ها
×Your nice hosts settle their differences in opinions when it comes to food to serve up a fresh game design document in a new Nice Games Jam episode. Prompt Create a game with one of my favorite things, food! It cannot be about/or have mechanics that are cooking. Think: growing food, pairing foods, making an international food court, menu design, using foods in season, etc. Game type Design document Player count 1 Rules (Stephen note: This is more of a set of notes taken during the episode outlining a game design document.) Human in an alien culture, giving recommendations for pairings for food You should need to learn the rules before you can break them Gain credibility People order categories of food and you put it on the plate (no cooking) Gamer Journey You’re a plater at an alien restaurant You first do it like a human (based on taste) You get feedback that opposes basing plates on taste Player starts to get curious about how to make better plates to meet needs Sense criteria Touch Sight Temperature Spiciness Taste the “wine” to know what it “tastes” like The threat is if you do poorly you get shipped to another planet, they have different foods and different desires for foods Options to change Two ingredients (tomato and other tomato? Looks similar) Position of foods Container of foods Orientation of foods Aesthetic of the restaurant? You design the special Create one dish for the special, you get an amount of feedback based on the size of the restaurant You can tweak your dish based on the feedback you get Things change as you go through the game and impact what you have available and what patrons like The goal is for players to experiment with the different foods (positions, containers, etc.) so they begin to understand the rules of the game There can be clues with the background/worldbuilding so players can learn why the foods these aliens like are why they like them When do you get to influence cultures? Do you get to at all? Yes, you need to figure out a way to get aliens to love the food and not just like it…
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Nice Games Club - a gamedev podcast!

Mark is still out sick, so Dale takes his place in the clubhouse and brings a topic! The club makes a prediction that by the time that this episode comes out, Mark will still be sick, and if you are listening on Patreon, that is absolutely true. If you aren't listening on Patreon, you probably should be. The group talks about how often and when to say no. Stephen admits that he is the bottleneck, Lydia talks about things that she finds delightful in video games, and Dale makes a bold admission. 1:33 The art of Saying No Gatchamari - Dale (and Mark)'s Global Game Jam Game Global Game Jam Mini Post-Mortems on Global Game Jam Games IGDA TC YouTube FTL Postmortem Justin Ma and Matthew Davis GDC Celeste team Cancels a project (Earthblade) Exok Earthblade OST Soundtrack Lena Raine 0:31:30 Tiny Interactions Skyrim's myth of the treasure fox finally explained Wesley Yin-Poole Eurogamer…
Roles reverse as Dale joins Stephen and Lydia for a Nice Game Jam prompted by Mark. The results are an antiques-fueled jaunt through time, and an unexpected win for Stephen. Costcodle - Zak Kermitz , Costcodle Timeline Inventions - Zygomatic , Zygomatic Hypodermic Needles - Sawbones: A Marital Tour of Misguided Medicine , Maximum Fun Prompt "Come up with a game where the winner is the player who gets (or gets closest to) a certain amount of points, but that amount changes from round to round. Hard mode variant: the players don’t always know what the amount is." Game type Tabletop game Player count 2-8 Materials Set of item cards from various years 10 chips for each player Set of years/events Timer Setup Place 8 item cards on the table easily accessible for all players. Pick a random year/event. Set timer for 1 minute. Rules Start the timer to start the round While the timer runs, players place chips on items to bid on them When the timer runs out, the player with the most chips on an item gets that item. In a tie, no one gets an item and it gets added to the pool during the next round Items that are earned get their times revealed, player closest to the chosen year/event wins Play repeats for three rounds, player with the most round wins wins the game…
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Nice Games Club - a gamedev podcast!

Beth leads Mark and Stephen through a therapy session. Stephen talks Kickstarter, Mark talks Patreon, and everyone agrees Beth's game Verdant Skies is great. Part-Time Hero: I'm Broke But I Have To Save The World! - Future Club , Kickstarter Dreamsettler - Tendershoot , Patreon 0:06:40 Begging for Money 0:52:09 Quality of Life Quality of Life Michael “Kayin” O’Reilly Kayin Works Verdant Skies Howling Moon Software Steam…
Beth Korth, board member of Nice Games Alliance, enters the clubhouse to talk about the purpose of the NGA and how to best fulfill that mission. They discuss how workshops, talks, and conferences fit into their plans. And how they can provide unique experiences and services that the gamedev community can't get elsewhere. They also emphasize the importance of lunch. Nice Games Alliance Workshops…
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Nice Games Club - a gamedev podcast!

Lydia joins the clubhouse for her first regular episode as a host (it's calendar math)! The clubhouse discusses the release of Civilization VII and how it is taking up all of Stephen's time. Lydia brings to the table the question of how she can learn more games, and how tutorials don't work for her. Stephen regrets not being able to fully develop the world which is the setting for his five-minute student film. Civ VII Civilization VII Switch 2 Switch 2 mouse control - Kyle Orland , Ars Technica 0:15:01 Incremental Learning Lydia talks about her success learning knitting, and her rectangle projections The club talks about differences between recipes and game development tutorials Tasks xkcd 0:54:10 Making Science Fiction Worlds This topic was inspired by Stephen's science fiction student film. You can watch that here: "All Good Things" Stephen McGregor YouTube "For All Mankind" Wikipedia Widget Satchel Widget Satchel is a game that Mark, Stephen, and Ellen worked on. Mark developed a lot of background story, including this: "I do not wish that the troubles of the past be carried into the stars. I imagined better for us and expected better also. But we do not realise our whole future in sequence, small futures each after the other. We must go anyway, blind and smiling, emissaries of wonder, explorers. On this day, at this place, together, we launch an expedition for which we are unprepared. Yet we are now even, a collected peoples concerned of justice looking in order to see our whole future, ahead of us. Widget Satchel is on Itch and other platforms Also check out this episode from when we released Widget Satchel "Space ferrets lift off!" Widget Satchel Special…
The clubhouse gets Cretaceous this week; your nice hosts have been challenged to create a game about dinosaurs and their feeding habits. Prompt Make a game about the feeding habits of dinosaurs or of paleontologists, bonus points if all the dinosaurs are from the same era. Game type Design document Player count 1 Rules Cretaceous period Flowering plants evolved here Early mammals here too Velociraptors too! Different sized dinosaurs Name: Dinosaurs of North Dakota Play as big (T-rex), small (dog-sized) and medium (triceratops) Survive a day as each of these creatures Order of play Medium first (herbivore) Big next (T-rex) Small last (scavenger) Then Paleontologist discovers (eats chicken with a PLASTIC fork) Where you die determines how preserved the bones are during the paleontology phase If you want more preserved bones you have to choose to not live as long (due to how the preservation works) Gameplay Play as the different creatures, the player chooses when that phase of the game ends Can also end after a certain time played Then you swap to a new creature and play as them, choosing when to end When you get back to a creature, time has passed and things are different in the world (partly due to player influence from other creatures) Player knocking down trees might be knocked down in future scenes, eating a lot of plants may make the area sparse in the future Keep playing as the different creature until enough time has passed Afterwards, play as a paleontologist and rediscover what you’ve done Record what you’ve done with the knowledge the paleontologist has (and not the player), so it won’t actually be accurate to the player’s playthrough Based on what the player’s done, it can affect what things the paleontologist will be able to say about the state of things after…
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Nice Games Club - a gamedev podcast!

NEWS! New episodes now come out a week early on Patreon!! Sign up to listen to next week's episode now! We talk about why, and the silly reason why now , in this episode, along with another, much bigger piece of NEWS . And of course, your nice hosts continue the show's annual tradition of recounting what they did during hiatus. SO. MUCH. NEWS. Nice Games Club on Patreon What We Did On Our Winter Break (2024-25) Twin Cities Gamedev community Join the IGDATC server Discord Donate to Nice Games Alliance ("no" relation) IGDATC 2025 games Global Game Jam Stephen UFO 50 Civilization VII Lydia Play Lydia's team's GGJ game, Meowlogue Mittens Meowlogue Mittens - Main Theme Edison Boerke SoundCloud Lydia's team invited everyone at the event to vote on the name of thier game's main character. Mark Play Mark's team's GGJ game, Gachamari Ellen Mars First Logistics Steam Martian Chess Loony Labs RoboCo Steam…
#373 Puzzle Systems Interview 2024.11.15 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 Systems Game Design Tools Multimedia Fusion 2 - Clickteam Clickteam Fusion 2.5 - Clickteam Construct - Scirra Ltd MP2 MP2 Chowdren Engine Bring the ice cube to the goal without exposing it to heat. - Increpare PuzzleScript - Increpare Covechrome - Hempuli , itch.io You nice hosts previously discussed what happens to players who become developers in: "Numbers go up." Arvi "Hempuli" Teikari Guest External link Hempuli - social media links Hempuli on Itch.io…
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Nice Games Club - a gamedev podcast!

#368 “That’s way too many pawns.” Roundtable 2024.10.11 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 , Unity Unity is canceling the Runtime Fee - Matt Bromberg , Unity Unite Conference - Unity Hasbro Game Night (for Switch) We Were Here Series - Total Mayhem Games , Steam Loopy: a tool for thinking in systems - Nicky Case Machinations: Create digital twins for your systems, processes or economies Communicating Difficulty 0:21:44 Ellen Burns-Johnson Game Design Really Bad Chess Puzzmo - Orta Therox & Zach Gage Aggro Crab Studio "Why Quitting Is Usually Worth It" - David Duchovny & Stephen Dubner , Freakonomics Radio Network Remixed Play Modes 0:40:35 Mark LaCroix Game Design Metro Nexus - Noble Robot 10 Most Unique Multiplayer Modes In Video Games - James Kennedy , The Gamer Extra game modes - Universal Videogame List PARKS Board Game - 59 Parks…
#366 Optimization Interview 2024.09.26 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.com We are OFK - Peabody Awards Cleveland Game Developers - Linktree Optimization Hardware Production Programming Is Using LINQ in C# Bad for Performance? - James Vickers , The Startup For Vs Foreach In C# - Sagar Gavand , C# Corner Jarryd Huntley Guest…
#349 Dialogue Through Goals Nice Thinking 2024.05.29 Stephen brings a half-baked thought into the clubhouse for this Nice Thinking episode: how can we improve dialogue systems? He's got some opinions, which Mark and Ellen immediately debunk, but it leads to some engaging conversation. Dialogue Through Goals Stephen McGregor Game Design Narrative…
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Nice Games Club - a gamedev podcast!

#361 "The lensing effect of the window." Roundtable 2024.08.22 It’s hot in the clubhouse and hot in Ellen’s greenhouse this week, so your hosts are eager to crunch through some discussion. Ellen introduces the concept of the MDA framework, and the differences between Theming and Aesthetics, and Stephen comes to a major conclusion about parrying. Theming vs. Aesthetics 0:06:40 Ellen Burns-Johnson Game Design The MDA Framework - Wikipedia Ellen promised Dictionary.com definitions, so here you go: Aesthetics - Dictionary.com Theme - Dictionary.com We talked about theming and aesthetics for a GameJam Game from a previous episode The Bike Boom Alien Isolation Themes explored n : Demystifying the Terror of Alien Isolation - Andy Robertson , Wired Parries 0:28:56 Stephen McGregor Game Design Stephen's list of why parries are so popular: 1) A way to reward mastery or paying attention 2) Rewards participation 3) An appreciable way to consider mastering the game The different variations of Parrying 1) Just Dodges 2) Traditional Parrying (miss = block) 3) Dynamic Parrying release parrying 4) Alternate button (paper mario parrying) EVO Moment 37 - Wikipedia…
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Nice Games Club - a gamedev podcast!

#371 Tutorialization with Puzzles Interview 2024.11.01 "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 Puzzles Game Design On crafting Railbound, a cozy track-bending puzzle game - Evgeny Obedkov , Game World Observer Dynablaster (game) - Wikipedia Luke Spierewka Guest Luke 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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Nice Games Club - a gamedev podcast!

#347 "A slow meat computer" Roundtable 2024.05.16 In the episode, Mark, Ellen, and Stephen talk local events, including (don’t worry everyone’s fine) a fire in the clubhouse’s building, construction, and the games they are playing, so if you are just here for the topics, go ahead and skip to minute 23. Ellen learns about King Making, Stephen humble brags about being good at Smash Brothers, and Dale plays kingmaker in naming the second topic! News Masu Fire - Paul Walsh , Star Tribune Bus Rapid Transit (BRT) - Jared Brey , Governing What We are Playing Dragon's Dogma 2 - Wikipedia Princess Peach Showtime NPR Review - Rakiesha Chase-Jackson , NPR King Making 0:23:00 Stephen McGregor Game Design Stephen has been QA testing Harvest Kingdom - Ben Hunder , Discord The YouTube video that Stephen references - Distraction Makers , YouTube Kingmaking in Root (Leder Games) video - Cole Wehrle , GDC Smallworld - Board Game Geek Thinky Bits (Off-Screen Gameplay) 0:49:17 Ellen Burns-Johnson Game Design Games discussed Return of the Obra Din Spirit Island - Board Game Geek Death Drives a Bus - itch.io…
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