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

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 31 Dec 2009 15:58:56 -0800

yeah we could use it in the storyline where there were famous players that
if you beat them you got unique items (:

i bet eric would dig that :P

but yeah, i think the plan is that there will be a place (or places) in the
world you can go to play this game, but that also you can play from the main
menu so you dont have to physically walk there in game just to play :P
On Thu, Dec 31, 2009 at 3:57 PM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:

> Hmm you got a point there.  Also this might be best for a dragon quest
> style casino game, this could be used to get some items in the game
> too maybe?
>
> On Thu, Dec 31, 2009 at 3:56 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
> > yeah i agree.
> >
> > there may be some wisdom in waiting to advertise it publicly until the
> game
> > is more finished though.
> >
> > if people love the dice game and get excited that it's tied to an RPG but
> > then the RPG isn't done for another 6 months or a year or whatever, it's
> > going to lose momentum.
> >
> > I'm not sure, we'll all have to discuss it and see what everyone thinks
> is
> > best maybe :P
> >
> > On Thu, Dec 31, 2009 at 3:52 PM, Chris Riccobono <crysalim@xxxxxxxxx>
> wrote:
> >>
> >> Speaking of that though, if this were created and up and running with
> >> multiplayer, it would be a very good way to get the game monetized
> >> early.  There's a lotttt of things online for playing texas hold em
> >> and people seem to love to buy online currency in those games!
> >>
> >> Plus the twist on texas hold em with the japanese dice game style
> >> thing would be unique enough to create a following that liked just
> >> this game.
> >>
> >> On Thu, Dec 31, 2009 at 3:44 PM, Chris Riccobono <crysalim@xxxxxxxxx>
> >> wrote:
> >> > 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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