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Nice Games Club - a gamedev podcast!

Lydia, Stephen, and Mark
Nice Games Club - a gamedev podcast!
Último episodio

518 episodios

  • Nice Games Club - a gamedev podcast!

    Sega Consoles

    01/01/1
    Attention Sega nerds! This Nice Bonus episode is for you!
    During our episode on 90's consoles Mark found out there were so many obscure Sega accessories that they couldn't fit in the episode and deserved their very own spotlight. Please enjoy this Nice Bonus short episode all about them!
    Sega Consoles
  • Nice Games Club - a gamedev podcast!

    "Your second draft." Code Comment; The Critical Eye Part 2

    13/08/2026
    In this episode, Mark touts the virtues of commenting, Stephen dreads the topic, and Lydia wishes she could talk about marginalia.
    Code Comment

    The Critical Eye Part 2

    This is part 2 to The Critical Eye in Episode 416
    "I saw a Beatle."
  • Nice Games Club - a gamedev podcast!

    Narrative-Driven Puzzles (with Brian Crick)

    06/08/2026
    Brian Crick is in the clubhouse to talk about how he intertwines narrative and puzzles in his game Tinselfly. We talk about character motivation, player buy-in, and where you even start with a project like this. And if you also are late to playing Myst, you'll learn you are not alone. Just... don't bring Mark the red pages...
    Narrative-Driven Puzzles

    Game Design
    Narrative

    Tinselfly
     - 
    Steam

    Gorogoa
     - 
    Steam

    The Longest Journey
     - 
    Steam
  • Nice Games Club - a gamedev podcast!

    “That’s not how Lutherans work” Geology In Games; Shipping Updates

    30/07/2026
    Stephen is still away so Ian Peters uses that as an excuse to talk about rocks and how that relates to storytelling. Also in this episode, Mark is preparing for an exciting trip and Lydia is hype about trains for a good reason.
    Junction Jam

    gamescom

    0:15:35
    Geology In Games

    Nicolas Steno
    Wikipedia

    The potential for using video games to teach geoscience: learning about the geo…
    Edward G. McGowan and Lewis J. Alcott
    European Geosciences Union

    0:36:00
    Shipping Updates
  • Nice Games Club - a gamedev podcast!

    Nice Games Jam: "Triage Simulator"

    23/07/2026
    This week, Ian emerges from the clubhouse vents to fill-in for Stephen as Dale gives us a bare minimum prompt with maximum implications.
    Prompt
    "Make a game called 'Triage Simulator'"

    Game type
    Design document

    Player count
    1

    Rules
    Triage - the verb 
    Learn about the consequences of your actions later 
    Papers Please-like interface  
    Situation/Scenario 
    Buckets to sort in - limited space within the bucket 

    Every level is a different situation 
    Level 1 - Hospital 
    Level 2 - Pizza Day at the Elementary School 
    Level 3 - Water Station at a Marathon 
    Level 4 - Planning a Foot Route as a Courier 
    Level 5 - Anubis is back from vacation and he’s backlogged 
    ???
    Level 7 - In the pizza store making the pizza for the elementary school 

    A system-based puzzle - Scheduling and ordering 
    Information you don’t have  
    How many more of each type are coming in? 

    Information that lets you anticipate incoming situations 
    Events happening in the background that mean something going to come in at some point 

    You get the case 
    Outside context as a bulletin on the side that is in natural language and would have some influence on the level that the player doesn’t know yet 
    Time constraint known (5min, 90s) 

    The Puzzle 
    Sorting - the simplest system possible of how much resources go where  
    Highest Priority
    Pretty Important
    Mid-tier
    Low Priority
    Meh

    Cannot rank within the bucket (eg. cannot say there is a highest priority of highest priority items) 
    Put in buckets or stamp it with a stamp 
    Each item gets ranked on certain variables which then designate which tier it should be assigned  
    No right answer - aiming for highest efficiency 

    Walkthrough a level - Sandwich lunch orders  
    BIG TRIAGE MACHINE that gets plonked onto a desk  
    Area of the broader context of what’s happening (updated throughout the shift time) 
    Deck of cards with variables for that level (eg. Order for 3, the order, how much it cost, extra paid to rush, for or to go) 
    Timing element - different form per level  
    Punches into the card to annotate the cards (with unique shaped punches Urgency
    Impact
    Severity
    Scale
    Consequence
    Exceptional (YES/NO)

    Feed the punch card into a different part of the machine which crunches the punch numbers and gives a recommendation that the player can then either follow or ignore 
    Want to be able to punch as much as you want into one card 
    If punch 2, will average the numbers out 
    Or always read the lowest number? 
    What if more than 2 punches? The machine is snarky at you? 

    Put the card into 1-5 slots in the contraption that then stamps the thing and keeps it in its own mail slot as the final verdict (can’t get it back) with counters of how many went through each slot.  
    Someone picks up the tickets periodically and gives vague body language feedback on the ticket 

    Accessibility features:
    Pause while reading 
    Time scale adjustments 0.75x, 0.5x, 0.25x
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The podcast where nice gamedevs talk gaming and game development. Nice!
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