[project1dev] Re: new pirate dice UI

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 14 Mar 2010 18:01:52 -0700

UI screen looks nice.

I think I am following you. I will make some mods and see what you think.

So, by not folding you are saying you are raising?

Would you like the first 3 dice to roll as public and then the next 3 dice
to come out one turn at a time?



On Sun, Mar 14, 2010 at 5:04 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> 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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