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    poker like gambleing games

    please note that all of this is thoretical


    i was thinking of how to put a poker like game in your game and i think ive come across a solution.
    A. you would have to make some kind of random number generator to simulate the dealing of cards. iv thought long and hard about this and thought up a solution.
    1.make a variable depending on the time of day.
    2. make events all around the world that modify a variable that in turn is modifyd by the first variable like this:
    if time of day eqals____ then variable 1 =____ and if variable 1=____ then you draw a ____
    this would take ALOT of coding however.
    B. make a card game in witch some cards beat other cards or groups of card beat other groups.
    C. add a betting option to the game itself with several choice option like this:
    raise or stay
    if you picked raise 50 gold goes into the pot.
    if you picked stay no gold goes into the pot.
    D. add yet another variable to simulate winning or losing like this:
    if varaible 3 is more than 50 win.
    if variable 3 is less than 50 lose.


    engoy.
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    #2
    Re: poker like gambleing games

    In my first released game (which, not coincidentally, I'm finishing up a commentary track for...see the Series 1 thread in the RPG Maker General forum), I made a card game where card A beats card B and you get x amount of gold. There were 4 values for the cards (copper, bronze, silver, and gold), and each was a higher value (and beat) the card below it.

    I had also made a matching game in A Series Aside where you draw 2 cards, and if they match, you win. There was one other card minigame in this as well, if I remember correctly.


    It's great that you are thinking about things like this for RPG Maker 3, but I already did this 5 years ago. The only two other slight problems with your theoretical framework is that a game as complex as poker would absolutely not be possible using the limited (20 modes, 50 lines per mode) structure that RPGM3 uses. And lastly, as far as I'm aware (and Wavelength or Lausen can correct me if I'm wrong here, as they've used the time mechanic more than I have), but I don't believe there's a way to tap into the EXACT time (ie-12:00, 13:00, 14:20, etc) in order to use it to generate pseudo random numbers. I know you can you can use time of day (ie-morning, noon, evening, night) checks to generate pseudo random numbers, but that would not work for a card game, as it would only check and/or change the number 4 times a day. You would need something to check and change the number each and every time you played a hand of cards.


    Keep thinking of ideas, though. It's good you are doing so, but unfortunately, this one has already been made half a decade ago, and (I don't believe) would work in the form you theorized.

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      #3
      Re: poker like gambleing games

      I don't get the point of "D"; wouldn't it completely defeat the point of programming all the Poker stuff if you have a set % chance to win regardless of your draw? Or is that supposed to be a different game entirely?

      If you could code this perfectly, using a ton of different Auto Events, I believe it would be theoretically possible to create in RM3, but it would take up about 50% of your DU, it would lag, and the interface would be pretty poor (you'd have to tell the player each card they drew individually; there is literally no way to tell them their entire hand at once). You'd also have to do away with Suits - you can't track 52 individual cards and make sure you don't experience any repeats using RM3; you simply don't have enough room.

      Even worse, since Poker is something you'd play repeatedly, I can't think of any good way to simulate enough randomness that players wouldn't quickly notice patterns. I got around this, mostly, in Hell's Dining Room, by making some variables changes based on the value of other variables, combined with (and this is important) forcing the player to run around a bit to complete service, and having the variables change over time as they did run around (using time-triggered Auto-events). I got around it in Perversion and Paper by frequently giving the player their choice of Events, and having each event change the variables in a radically different way. I got around it in my Item Creation (in Panacea) by simply not caring that if you decided to try it 50+ times in a row, you'd notice a pattern. I can't think of any way to get around it in something as complex but repeatable as Poker.

      Also, Perversion is right in that you can't check for the specific time--and worse yet, there are no Time-of-Day event branches (it's only available as an Event Condition), so you'd need to have four different Auto Events that do the same things based on the Time of Day if you want to check for it.

      It's cool that you're thinking up this kind of stuff, but you're really better off sticking to things more in line of the kind of stuff that he mentioned, especially if you want to include it as a minigame rather than as the main attraction.

      (As an aside, a full-fledged Poker Game would be do-able in RPGM2, and would not only be do-able but wouldn't be particularly hard or clumsy in RPGMXP or VX.)


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