Nice Games Club - a gamedev podcast!

著者: Lydia Stephen and Mark
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  • The podcast where nice gamedevs talk gaming and game development. Nice!
    © Nice Games Club, Noble Robot
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The podcast where nice gamedevs talk gaming and game development. Nice!
© Nice Games Club, Noble Robot
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  • Nice Games Jam: "The Intergalactic Dining Consortium"
    2025/04/23

    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.

    PromptCreate 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 typeDesign documentPlayer count1Rules

    (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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  • "You shouldn't pet the wolf." The art of Saying No; Tiny Interactions
    2025/04/17
    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.1:33The art of Saying NoGatchamari - Dale (and Mark)'s Global Game Jam GameGlobal Game JamMini Post-Mortems on Global Game Jam GamesIGDA TCYouTubeFTL PostmortemJustin Ma and Matthew DavisGDCCeleste team Cancels a project (Earthblade)ExokEarthblade OST SoundtrackLena Raine0:31:30Tiny InteractionsSkyrim's myth of the treasure fox finally explainedWesley Yin-PooleEurogamer
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  • Nice Games Jam: "Time Traveler Estate Sale"
    2025/04/10

    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 typeTabletop gamePlayer count2-8Materials

    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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