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Original Post
Roulette
Was in a bet server the other day and realized where my gambling addiction came from.I often find myself betting large amounts of IRL in casinos on 2 games in particular:
  • Blackjack
  • Roulette
It got me thinking. What if we had a bet server with an actual gambling mod. Blackjack is obviously not possible, but roulette may be.


I've kinda thought it out a bit. Hear me out:

Bet frames would only be the first frame, but with a long reaction time allowing bets to be placed.
Second durn frame would be mid game, lasting a large amount of frames, probably 1000 or so.
Last frame is where the game ends and the ball lands.

Players will bet on players in Tori/Uke position, Tori being red, and Uke being blue.
The ball will cause significant damage to the losing player's body parts that are making up the area the ball lands in, causing the winner to, well win.
I'll try to draw up an example below:





You can find videos of roulette gameplay on Youtube for further clarification of the game
Feel free to discuss payment method vis discord at drama#6666
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Might be possible with a server that has two bots and a way to keep everyone else in spec although I doubt that's easy to do.

I'd be more concerned over how you'd need to find a way to actually make sure it's properly random. If the AI never moves their joints that have been stuck in these boxes and the roulette always spins the same speed, then if you use the traditional way of getting the ball into the roulette wheel you'll generally end up with the ball coming to rest in a certain range more often than not.
If you don't have AI's involved then it might up the randomness depending on how the 'joints' interact with the ball then that might be more workable. But matches would take WAY longer with people involved.

All of this is assuming you can get consistent placements of the body parts and they don't 'rejoin' like they are known to do, or fly out somehow.
Dunno how you'd get the wheel to stop either really, if you don't have anything slowing it down then it'll take a long time and the game would probably just finish by points as long as some are obtained and the actual substance of your idea and such a mod becomes irrelevant.



If you plan to drop the ball from a height and have it land on the board, the chances it only bounces hits the board and then flies off into the nether is extremely high, and unless you have some way to change the time it takes from the start of the fall to the impact on the board then it'll be the same space most of the time.
But this means you'd never have to stop the wheel. Which might make things easier.
I did consider randomness being an issue. No solve for this. Unfortunately this may be the downfall of this idea, as random is very important for betters.
Bots would make things very easy as they could have simple, easy to recognize/bet on names.
For ball flying into oblivion: Maybe the arena could be enclosed, at least minimalizing chance of ball being launched into the shadow realm.
The next question is this, since I'm not very familiar with the mod maker, is there a type of "collision" for win parameters? For example, ball collision with red block, player in Tori position wins, and vice versa? Although this kind of defeats the traditional roulette gameplay, as the ball is known to bounce around numbers causing those nice little heart attacks. With collision as a win parameter, unfortunately this would cause games to end as soon as a block is touched by the ball.

This might be worth me learning mod maker for.
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Originally Posted by Drama View Post
I did consider randomness being an issue. No solve for this. Unfortunately this may be the downfall of this idea, as random is very important for betters.
Bots would make things very easy as they could have simple, easy to recognize/bet on names.
For ball flying into oblivion: Maybe the arena could be enclosed, at least minimalizing chance of ball being launched into the shadow realm.
The next question is this, since I'm not very familiar with the mod maker, is there a type of "collision" for win parameters? For example, ball collision with red block, player in Tori position wins, and vice versa? Although this kind of defeats the traditional roulette gameplay, as the ball is known to bounce around numbers causing those nice little heart attacks. With collision as a win parameter, unfortunately this would cause games to end as soon as a block is touched by the ball.

This might be worth me learning mod maker for.

maybe put it in a cylinder,ball gets dropped through a small hole at the top and it could bounce off walls?
I once made a "dice game" mod, some aspects of it differ from your idea but I leave here a link if you want to check it out.https://forum.toribash.com/showthread.php?t=632211
hurh hurh hurh *chews grass*
There a no way to use a somewhat random gravity number / random velocity number generator in the mod editor to get a random value every time you play on that mod ?
Why would humans have arms when they do have legs?
Originally Posted by Icky View Post
I'd be more concerned over how you'd need to find a way to actually make sure it's properly random.

Originally Posted by Icky View Post
Dunno how you'd get the wheel to stop either really, if you don't have anything slowing it down then it'll take a long time and the game would probably just finish by points as long as some are obtained and the actual substance of your idea and such a mod becomes irrelevant.

This is likely impossible without MP scripting. Afaik there is no way to randomly set the force acting on the ball at the start of the match in the mod maker. You can do it in a LUA script though that wouldn't work in multiplayer.


Easiest way to implement this imo would just be to have a long reaction time allowing everyone to bet before the 'match' starts. Once it starts the turn frames are the same as the match frames. You can create victory triggers in the mod maker (as seen in some soccer mods) though I can't remember if there's an object limit on those. Once the match starts the ball and table are pushed with a randomized force and the match runs until the ball settles and a color wins. The mod maker has a some pretty big limitations on numbers of non-static objects which may be tricky to work around though the inability to randomize the forces involved is a real deal breaker.

Also the physics in TB are probably not trustworthy enough for this to really work out well hehe. The ball may bounce around multiple pockets before settling so the body part damage is likely a no-go.

Need help? PM me!
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This kinda gave me an idea for a minigame... might try something out soon.

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Originally Posted by Drama View Post
I did consider randomness being an issue. No solve for this. Unfortunately this may be the downfall of this idea, as random is very important for betters.
Bots would make things very easy as they could have simple, easy to recognize/bet on names.
For ball flying into oblivion: Maybe the arena could be enclosed, at least minimalizing chance of ball being launched into the shadow realm.
The next question is this, since I'm not very familiar with the mod maker, is there a type of "collision" for win parameters? For example, ball collision with red block, player in Tori position wins, and vice versa? Although this kind of defeats the traditional roulette gameplay, as the ball is known to bounce around numbers causing those nice little heart attacks. With collision as a win parameter, unfortunately this would cause games to end as soon as a block is touched by the ball.

This might be worth me learning mod maker for.


i've thought about this for a while and my best idea is to sort of encage the ball in the tori's and have bots do completely random joint inputs so that there are so many combinations of the joints moving and having the ball fall onto the roulette wheel that it would be practically random
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