[Rsgames-beta] New game ready for testing, Werewolf!
Brandon Misch
bmisch2002 at gmail.com
Wed Dec 11 23:45:30 EST 2019
this sounds like a pretty good game. any plans on getting a newer
client out for the Mac for us to test this game on? I'm thinking of
those who may not have windows machines or may not want to use there
apple products for gaming.
On 12/11/19, Jayson Smith <jaybird at bluegrasspals.com> wrote:
> Hi,
>
> It's that time again! Time to test a new game! This one is unlike
> anything RSGames has done before, and I had a lot of fun coding it.
> Draft instructions are at the end of this Email.
>
> Known issue:
>
> This game has alternate night and day phases, so it uses two different
> background music tracks. Unfortunately, once you're in a game, the
> background music volume cannot be adjusted. I don't understand how the
> background music system works for unusual cases like this, but hope to
> have this fixed soon.
>
> Please let me know your thoughts, comments, bug reports, etc. If you
> find a bug, please provide a transcript or the relevant portion thereof.
>
> Thanks, and have fun!
>
> Jayson
>
> --------------------
>
> Werewolf is a social game. The game takes place in a small village, and
> the players are the villagers. Unfortunately for this village, there are
> a few werewolves among the innocent townsfolk, and their goal is to wipe
> out as much of the village as they can without being discovered. One of
> the innocent villagers is a seer. This person has the second sight, and
> can detect the taint of lycanthropy. There may also be a protector
> (called a doctor, healer, baner, or wolfsbane carrier in some versions),
> an innocent villager who protects one person from werewolf attack each
> night.
>
> The game has alternating night and day phases, starting with night. At
> night, the werewolves pick someone to tear limb from limb (all
> werewolves must agree on the same person), the seer picks someone to
> learn about, and the protector picks someone to protect from werewolf
> attack for that night. Once night is over, everyone wakes up, the
> werewolves' victim (if not protected) is found dead, and day begins.
>
> Day is very simple. The village wants justice for last night's murder,
> and votes to lynch (eliminate) one of their own. Once a majority has
> voted for one person, he or she is dead and out of the game, and the
> remaining villagers find out if they lynched a werewolf or not.
>
> The game then goes back to night. The werewolves or werewolf pick
> someone to kill, the seer (if still alive) learns about someone else,
> the protector (if still alive) protects someone, everyone wakes up,
> someone (if not protected) is found dead, and the village gets ready for
> another lynching. This continues until the game ends, which can happen
> in one of two ways.
>
> The villagers win if they kill all the werewolves. The werewolves win if
> enough villagers have been killed (by werewolf actions and village
> lynches) that the numbers of villagers and werewolves are equal. At that
> point, the werewolves rise up and openly slaughter the remaining
> villagers. For scoreboard purposes, each player wins if his team
> (werewolves or villagers) wins, even if he's not alive at the end.
>
> The proper strategy depends on each player's role in the game. The
> werewolves want to stay hidden but kill as many innocent villagers as
> they can. During the day, they will almost certainly use misdirection
> and barefaced lies to throw suspicion on other villagers.
>
> The seer wants to stay alive as long as possible so he can learn as much
> as possible, but without revealing himself to be the seer because if he
> does, the werewolves will almost certainly try to kill him that night.
> At the same time, he wants to throw suspicion on any werewolves he
> discovers.
>
> The seer, of course, can reveal himself to be the seer at any time,
> especially if he thinks he's about to be lynched, in order to share his
> knowledge. Of course a werewolf could also claim to be the seer and
> reveal anything he wants.
>
> The protector, like the seer, wants to stay alive as long as possible
> without revealing himself to be the protector. If he's ever in a
> situation where he thinks he knows who the seer is, he will probably
> protect that person at night, which of course leaves the protector wide
> open to werewolf attack.
>
> The protector should ideally never reveal himself to be the protector,
> except possibly in a last-ditch effort to avoid being lynched. If it
> comes to that, and he thinks he knows who the seer is, he should then
> alternate randomly between protecting himself and that person at night.
> Of course a werewolf could also claim to be the protector for similar
> reasons.
>
> The other villagers are just trying to figure out who the werewolves
> are. The only information they have, however, is what others say and who
> dies.
>
> There are no restrictions on speech during the day. Any living player
> can say anything he wants—truth, misdirection, nonsense, or barefaced
> lie. Dead players, on the other hand, may not speak at all, not even to
> correct a matter of record. If someone is about to be lynched and wants
> to say something like revealing the seer's visions, they have to say it
> before the vote goes through. Likewise, as soon as someone is found
> murdered at daybreak, they are dead and out of the game, and may not
> speak. Also, nobody may talk at night.
>
> More information about this game can be found at the following website:
> http://www.eblong.com/zarf/werewolf.html
>
> Note that Zarf's page assumes a face-to-face game, where the moderator
> is one of the players. In this version, the moderator functions are
> performed by the game itself. Since that page counts the moderator as a
> player, its suggestions about odd versus even numbers of players, when
> to add a third werewolf, etc. are off by one in relation to this version.
>
> When a game is created, the game master decides if there will be a
> protector, and if the roles of dead villagers are revealed. If reveal is
> turned on, every time someone dies, their exact role (werewolf, seer,
> protector, villager) is revealed to the rest of the players. If not,
> only their status (werewolf or not a werewolf) is revealed. The
> werewolves, seer, and protector are all revealed at the end of the game.
>
> Bots can participate in Werewolf, although the game is much more fun if
> most or all of the players are humans. Bots have a strategy to play the
> game, but they never say anything during the day, so they can't throw
> suspicion on others nor defend themselves if accused.
>
> When the game begins, the number of werewolves is calculated based on
> the number of players. If there are fewer than six players, one werewolf
> is used. If between six and fifteen players, two werewolves, and if
> sixteen or more players, three werewolves. Once that is decided, each
> player is randomly assigned a role and told what it is, then the first
> night starts.
>
> Once the game is underway, each role (werewolves, seer, protector) is
> prompted to open their eyes and pick someone to kill, identify, or
> protect. If you hold one of these special roles, when it's your turn,
> press Enter to open a menu from which you can choose a player. Enter is
> also used for voting during the day.
>
> If villager roles are not being revealed when they die, the game will
> ask the seer and protector (if enabled) to open their eyes, pick
> someone, and close their eyes, even if these players are already dead.
> This is because in this situation, nobody knows these people are dead,
> so the game keeps up the pretense, delaying for a random amount of time
> in order to fake these roles.
>
> Bots, if present, will use the following strategy in order to keep the
> game moving.
>
> A bot werewolf, if he's the only werewolf, will choose someone at random
> to kill. If there are other werewolves but none have chosen yet, he will
> choose a random villager. Since the werewolves know who each other are,
> he will never pick another werewolf. If he's not the first to choose, he
> will choose a random player from those other werewolves have chosen that
> night. This insures that even if all the werewolves are bots, they will
> come to an agreement on a single player to kill.
>
> A bot seer will choose someone he hasn't learned about yet. What he
> learns is stored so he can use that information during the day.
>
> A bot protector will protect a random player.
>
> During the day, a seer bot will always vote for a werewolf he's
> identified, and failing that, never vote for someone he knows to be
> innocent. All other bots will vote for a random person who has received
> at least one vote already, and if nobody has voted yet, they will vote
> for someone at random. This usually results in many bots ganging up on
> one or two players until a majority is reached, which is another reason
> it's better to have more humans than bots. Note that bots look at the
> status of the game and take action periodically, so even in a game with
> no living human players, if the first flood of daytime votes doesn't
> result in a majority, the bots will eventually reach an agreement.
>
> The keyboard commands are very simple. Enter opens a menu where you can
> choose a player for the appropriate task given your role, or vote for
> someone during the day. T will tell you the current state of the game,
> which equates to whose turn it is. During the day, V will list players,
> who they've voted for, and how many votes they have. Players who haven't
> yet voted and have no votes aren't listed. R will tell you your role, in
> case you missed it when the game was starting.
>
> --
> Rsgames-beta mailing list
> Rsgames-beta at bluegrasspals.com
> http://bluegrasspals.com/mailman/listinfo/rsgames-beta
>
More information about the Rsgames-beta
mailing list