I‘ve been told that several people are planning to host games, so to avoid any problems like people cutting into each other‘s game signups and other things we may need a schedule of games.
For anyone who plans to host a game, you can either write in this thread for what month/day you‘re planning a game or edit it in the schedule yourself if you can.
Note that there‘s no limit to how many games can be had per month, but try not to have 2 games running at the same time.
Sign-ups!
To everyone who usually plays MG or those that don‘t want to miss signups, we‘re testing a new way to alert everyone to a new game instead of mass tags before each game.
All you have to do is go to>>this thread<<and press Watch on the top corner of the thread. I or a host will post there and notify everyone like this whenever a new game starts.
While hosting overall isn't necessarily hard, it's very easy to mess things up as we have seen plenty of times already. This naturally happens more often with newer hosts.
In order to get these new hosts familiar with how the game works behind the scenes and make it a smoother experience for everyone (no one wants a cancelled game!), we are establishing these sets of rules that follow the methods that have been used in the last 50 games:
-If it's your first time hosting, it's MANDATORY to have the help of someone that has hosted before. As long as they aren't banned, it doesn't matter if this person hosted twenty times or just once. This experienced host will be the "Main Host", while the new one assumes the role of "co-host".
-Tasks will be split in a rather equal manner so that the Main Host can keep things in check while the Co-host gets hands-on experience to learn properly.
-The Main Host has the final say when it comes to decisions (ideally, this won't need to be enforced heavily, it's mostly to avoid possible issues).
Once the game is over, the co-host can host on their own and even take the role of "experienced host" for a new host in need!
It is. We'd just get too distracted by our love and intense sexual tension if we played together, which is obviously why he asked Demon (100% platonic) instead.
I'm planning on learning to use Spring Boot and doing a Java project with it to add to my portfolio. I figured making a Mafia Game setup/hosting program shouldn't be too hard, but I'm trying to gauge about the same as you are, what to include for it to be effective and useful.
Role distributing is an easy one
Day and Night Actions handling shouldn't be too hard either
Making room for special mechanics could get complicated or could be handled by simply not automatically handling select actions, prompting the user to manually do so, and maybe taking some action inputs back into the database
Post and PM prewriting would be easy too, but that's uninteresting and wouldn't show off much in the the way of programming skill for my portfolio.
I'm planning on learning to use Spring Boot and doing a Java project with it to add to my portfolio. I figured making a Mafia Game setup/hosting program shouldn't be too hard, but I'm trying to gauge about the same as you are, what to include for it to be effective and useful.
Role distributing is an easy one
Day and Night Actions handling shouldn't be too hard either
Making room for special mechanics could get complicated or could be handled by simply not automatically handling select actions, prompting the user to manually do so, and maybe taking some action inputs back into the database
Post and PM prewriting would be easy too, but that's uninteresting and wouldn't show off much in the the way of programming skill for my portfolio.
Sounds good, the hard part is to define the MVP, if you try to do a lot you will never finish sadly that how most IT project fail xD
So forget about special mechanic if you ask me just do:
- Create new game, end game, list games, view game.
- Add players to game and assign roles.
- Manual actions for everything.
- Manual changing of Players status (Dead, alive, jesus, Host Killed...)
It is important that you keep your first version simple.
I was also thinking of an app that would help the players (ex: https://www.dotabuff.com/heroes/anti-mage):
- Allow the players to navigate the Roles / Rules / Interactions in a visual way.
- Allow the players to filter the information from all existing games, to know things like what roles did I player have before (@Organizized you will soon be replaced, IA is gonna take your job xD).
Another thing that you could do is to crawl the game thread, I'm sure a lot of feature would depend on this.
~
The best thing is to get everybody involved in the design phase, so maybe a discord channel would be the right way to go, some players are keeping excel files, their experience is valuable as you are technically planning to replace their excel use cases with an app, so they are your clients and stack-holders.
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@SonOfDaws Also a modular approach could be the right way to go about this.
For example you could make an API that only deals with roles, with a CRUD front-end that only the Council can access.
So that anybody that wants to code anything can just use that API to retrieve the list of up-to-date roles.
I'm thinking from the top of my head we need:
- Roles
- Players
- Games
In the past they also tried to give "scores" to the roles, to help it with the balance when people are creating the comps (since this remains a complex and subjective thing). I don't think it got finished tho, and if it did, it's already very outdated, but then we could have comp checks with a system like that (tho the hard part isn't making that check automatic).
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And omg you guys are awesome btw xD ty for the thought alrdy.
In the past they also tried to give "scores" to the roles, to help it with the balance when people are creating the comps (since this remains a complex and subjective thing). I don't think it got finished tho, and if it did, it's already very outdated, but then we could have comp checks with a system like that (tho the hard part isn't making that check automatic).
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And omg you guys are awesome btw xD ty for the thought alrdy.
In the past they also tried to give "scores" to the roles, to help it with the balance when people are creating the comps (since this remains a complex and subjective thing). I don't think it got finished tho, and if it did, it's already very outdated, but then we could have comp checks with a system like that (tho the hard part isn't making that check automatic).
It's an actual thing, and is a real thing. Couples dont need to be siamese twins, and there are no distrust issues when your couple name is literally Evil Orgy lol
It is. We'd just get too distracted by our love and intense sexual tension if we played together, which is obviously why he asked Demon (100% platonic) instead.
In the past they also tried to give "scores" to the roles, to help it with the balance when people are creating the comps (since this remains a complex and subjective thing). I don't think it got finished tho, and if it did, it's already very outdated, but then we could have comp checks with a system like that (tho the hard part isn't making that check automatic).
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And omg you guys are awesome btw xD ty for the thought alrdy.
No balance isn't luck at all, it's about starting gamestate. Though it's difficult to properly numerize a role's strength, as it even goes up or down in strength relative to other roles.
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Should definitely be possible to do though, just gotta think up some formulas.
No balance isn't luck at all, it's about starting gamestate. Though it's difficult to properly numerize a role's strength, as it even goes up or down in strength relative to other roles.
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Should definitely be possible to do though, just gotta think up some formulas.