[project1dev] Re: new pirate dice UI

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 14 Mar 2010 15:38:33 -0700

oh and the UI looks nice btw!

On Sun, Mar 14, 2010 at 3:37 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> I think that makes a lot of sense, and i had forgotten that aspect of the
> game (the public dice).
> the betting thing, i can't remember what we did when we played it, i wish i
> could.  If you can't bet, you can't raise someones and bluff them out.  Is
> it that if you want to stay in you have to say something as high or higher
> than one the last person said so that to bluff someone out you have to
> basically say you have something higher than them to push them out?  Just
> tryin to wrap my head around it hehe
> For the chat window, we also need a place to list the players in the room
> (since there may be more players than are sitting down).
>   On Sun, Mar 14, 2010 at 1:51 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>> labeled version
>> On Sun, Mar 14, 2010 at 4:44 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>>> I have started on the UI but I think we need to work out some kinks in
>>> the game flow before i finalize things...
>>> basically i was trying to think of this game from a multiplayer
>>> perspective and I have a problem w/ the standard raise/call format of poker
>>> in relevance to this game.  Basically the gameplay comes from divulging the
>>> type and combination of dice you have, and since you tell everyone what you
>>> have (or what you're pretending to have) every turn, betting doesn't work in
>>> the conventional way.  Basically I was thinking that rather than escalating
>>> the bets manually as players, I think there should be an "ante" to stay in
>>> whenever it is your turn, so you have the choice of either folding out of
>>> the game or putting in a pre-defined ante, telling everyone what you have
>>> (or are pretending to have) that either beats, or matches the previous
>>> player, or calling the bluff of the previous player.  I realize this is a
>>> slight deviation from the current design but I think it will function much
>>> more cleanly and it makes more sense when put into a game perspective.
>>>  Basically we can have multiple stakes, so there can be a high stakes game
>>> where its 10 gold a round, or a low stakes game where it's 1 gold per round,
>>> etc. or perhaps the amount of ante to stay in per round escalated (i.e. it's
>>> low in the first couple of rounds but when you get into the 5th or 6th round
>>> the stakes get higher making it a riskier thing (and thus more fun!) to
>>> continue or bluff or call a bluff.
>>> Another thing I was thinking about and this was a bit of omission when
>>> Alan and I were trying to remember how we played the game, there was
>>> some publicly displayed amount of dice, either dice that are shared by all
>>> players or maybe each players first 3 dice are displayed, this will give
>>> something for other players to try to judge whether the person is bluffing
>>> or not and to try to calculate the odds.  The game was originally conceived
>>> of as a combination of the liar's dice game on pirates of the carribean and
>>> texas hold'em, so I am pretty sure having that visible dice was part of what
>>> made the game fun and playable.  Sorry it is hard to explain via e-mail
>>> without having dice in front of me but what i mean is this:   we could
>>> either have 3 dice that are shared amongst all players (like the flop in
>>> texas hold'em)
>>> example:
>>> There's 3 public dice, they are rolled once everyone ante's up - let's
>>> say a 3, a 6 and a 2 are rolled.  Now the players roll their first 2 hidden
>>> dice.  Player one sees he rolled a 3 and a 4 in his personal hidden dice,
>>> and claims he has a pair of 3's.  The rest of the players can see all he
>>> needed to do was roll one 3 himself in order to get that pair of 3's so he
>>> is probably not bluffing.  The game escalates from there.
>>> likewise the second version could work where every players first 3 dice
>>> are visible to all players, and all subsequence dice rolls are hidden.
>>> The fun part of gambling and playing these games is figuring out the
>>> odds, trying to get lucky on dice rolls and trying to guess if other people
>>> are bluffing.  Part of all three of those things is giving people hints to
>>> try to guess at what the other person REALLY has.  Having the visible dice
>>> is that tantalizing hint. :)
>>> What do you guy's think?

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