[project1dev] Re: Kent: next minigame, aka Pirate Dice (for lack of a better name!)

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 31 Dec 2009 15:44:42 -0800

Wow this is quite a minigame here Alan.. you know you can buy full
games that are just this by themselves, lol.

On Thu, Dec 31, 2009 at 3:11 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
> oh and after we get the ingame version working (or if youd rather start with
> the actionscript version you can) we'll have to work on getting multiplayer
> working (:
>
> David and I will be workin on the back end for that and I'll help you with
> how to communicate with the server from both actionscript and in game
> On Thu, Dec 31, 2009 at 3:10 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>> Ok, I'm going off of a poor memory so let me see if i can remember how
>> this game goes... Eric i hope your memory is better than mine!!! LOL
>>
>> Game Rules:
>> #1 - there is a "small blind" and "big blind" that rotate around the table
>> texas hold em style.  (i can give more info on this if needed)
>> #2 - each player rolls 3 dice which only they can see (hidden under a cup
>> in our game)
>> #3 - starting with big blind, you make a statement about the dice you have
>> in your hand (you can lie).  IE you can say "I have a pair" or "i have a
>> nothing" or "i have three of a kind"
>> #4 - as it goes around, each person has to fold, call or raise the bet.
>> If they don't fold, they have to say that they have something of greater
>> value than the person who just spoke before them.  Also when it's your turn
>> you can say that a specific person before you is lying if you want to.  If
>> it turns out they are lying, they get folded but if they aren't lying you
>> get folded.
>> #5 - after it goes around to everyone (and the last person doesn't raise)
>> everyone rolls another die and it starts over at step #3.  It continues
>> until 6 dice total are rolled.
>> #6 - on the final round, the people remaining have to keep "upping
>> eachother" in what they say they have until everyone but 1 person folds, or
>> until everyone but 1 person is eliminated by "calling bluffs" successfully
>> or unsuccessfully.
>>
>> Also, since there are 6 dice, a straight is a regular 5 in a row
>> numerically, but you can also have an "uber straight" which is 6 in a row.
>> I dont think there were any other special hands but i dont remember.
>>
>> That's the gist of the game, I think some details are wrong though so eric
>> will hopefully remember and fix this stuff hehe.
>>
>> Does everything think it'd be ok to have a 2d interface for this game?
>> Maybe later we could upgrade it to 3d w/ a 2d UI on top or something but 2d
>> would be way easier to get working at first.
>>
>> Here's some simple things to get started if you want a plan of attack
>> since it's kind of complicated  (these are in no particular order, just some
>> ideas to get started)
>>
>> #1 - get a full screen 2d UI to come up (temp art) for the background.
>> Might be like a table or something.
>>
>> #2 - I don't know how many players max we want to support, but make a
>> "setting" for that many players.  I think some number between 4 and 8
>> players should be our target.  Each setting should show how much money they
>> have, how much they have bet on the current hand, and what they said they
>> had last.  Also i think we need something to show whether their bluff has
>> been called or not (like if someone said they were lying and they weren't,
>> there could be an image that says "bluff called!" or maybe what they said
>> they have is in green instead of yellow, to show that they really do have
>> something at least as high as what they said)
>>
>> #3 - try and make it so it goes in "turns" around the table, where it
>> generates dice rolls for each player and stores them in variables, and shows
>> the player's dice to them.
>>
>> #4 - when it's the player's turn, bring up some buttons to give them
>> choices like being able to bet more, call, fold, accuse someone else of
>> lying, and be able to say what they have (whether or not it's true)
>>
>> #5 - after some of the basics are worked out, you could work on AI of
>> varying difficulties.  The player might be able to choose what difficulty AI
>> to play against, higher difficulty AI would mean bigger pot sizes and bigger
>> bets too. (ie more reward for higher difficulty, but people should be able
>> to easily win on easy mode).
>>
>> Hows this sound?
>

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