[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 16:12:34 -0800

oh and of course, all the flash games you'll be able to log into and when
you make money, next time you log into the game itself (the RPG) your
earnings will be there.

essentially, your single player RPG game and all the flash games will tie
together :P

we might be able to do something too like when you are playing the flash
game, your player's avatar looks like your in game character
On Thu, Dec 31, 2009 at 4:10 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> you know i think there is a small chance our game could become uber popular
> because of our tie ins to flash games.
>
> if the flash games themselves are fun and we make it apparent that it's
> part of a downloadable RPG, and that there are other games too, they could
> get really popular and then the RPG since it's tied to the flash games could
> get really popular too.
>
> It's a small chance but yeah, i agree man, i really think there is a
> possibility that this could really take off when we are done and be some
> huge thing that becomes somewhat well known :P
>   On Thu, Dec 31, 2009 at 4:06 PM, Chris Riccobono <crysalim@xxxxxxxxx>wrote:
>
>> Man, farmville makes so much money for Zygna on facebook.. they have 3
>> or so side games (one of them is texas hold em actually! you can buy
>> chips in it)
>>
>> I can't help but ponder the possibilities of doing something like that
>> with our team, just to have a game like that out, and then using it as
>> resources for our rpg.
>>
>> On Thu, Dec 31, 2009 at 3:58 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>> > 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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