[project1dev] Re: new pirate dice UI

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 14 Mar 2010 20:04:36 -0400

>
> 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
>

you raise and bluff people by claiming you have progressively higher
combinations of dice, basically what you said is exactly right - if you want
to stay in you have to have or claim to have a better combination of dice
than the person before you,  so essentially you're betting more and trying
to bluff them out with every turn.  Raising and making bets is redundant to
the premise.

alan i was thinking about it and i talked to misty and i'm pretty sure we
didn't bet anything when we played, we had a point system where if you won
you got 2 points, folded you got 0, if you got called for bluffing you lost
3 points, etc.  i don't really remember though... but i dont think we bet...

I really like the idea of escalating antes per round, its simple and easy
while still keeping a high risk/reward for players who continue playing - I
am, of course, open to other ideas though!  I was just working through
playing pirate dice in my head to make the UI and i realized that betting,
etc. overly complicates when you're essentially betting/bluffing anyways
whenever you claim you have a better hand on your turn

On Sun, Mar 14, 2010 at 6:38 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> 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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