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Johnny Sooshi

Just a sleepy guy
Joined
Nov 1, 2011
Location
a Taco Bell dumpster
ITAs, or In-Thread Attacks, are actions that every player in the game may take targeting any other player. Typically, each ITA has a set chance to kill the target, but they can and often are easily modified to deal damage to a health bar instead of a random chance to kill. While ITAs are more commonly used in large games, they could totally be used as a replacement for the daily lynch, with the right balances.
Cool. I'll start building around this idea. The main focus is a role madness game that functions with various modifiers or passives for both days and nights.
 

DekuNut

I play my drum for you
Joined
Jan 30, 2011
Location
Tangent Universe
We've bad a few games here that use that system. Smash Mafiia 2 (Jamie was the mod) would be the game I would suggest referring back to. I seem to recall it having the best such system. I also recall Libk's Overwatch game being pretty good.... though Mercy needed nerfed.
 

Mellow Ezlo

Bumpkin
Staff member
ZD Champion
Moderator
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Dec 2, 2012
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eh?
Gender
Slothkin
With my music trivia game being pretty much ready and my turn on the queue seemingly coming up within the next several weeks, I would like to take a moment to discuss Canadian Mafia II.

For a bit of background, my first Canadian-themed mafia game was way back in 2018 or 2019, I don't remember exactly. That game featured roles that were based around Canadian people, but the setup was rather standard and formulaic, and wasn't the most educational experience.

Inspired by trivia nights that we used to have on Discord, courtesy of @The Sun Fan, along with the recent passing of Canadian legend Alex Trebek, I wanted to find a way to make a followup to my Canadian game and make it educational with jeopardy-themed trivia questions. So I chose to implement a trivia mechanic that would affect how the game was played.

The very first thing I did was begin writing the questions. In all, the questions probably took about 3 weeks or so to research and write. Most of them were based around my own existing knowledge, but I did have to do some research to get some specific facts. The thing I am most proud of with that game is the question writing; with one exception, I wrote them all myself and I pride myself on how well-written they were as a whole.

Figuring out how to implement the questions was the hard part. I went back and forth on how to make it balanced, I ultimately decided question answering would be first come first serve, with every player only being able to answer one question each day. To make it more fair, I spread the posting of questions out to when each player would realistically be awake and/or available. Iirc, funnier helped me figure out the best way to implement the mechanic.

The idea of answering questions being the way to earn abilities was always going to be there. Each day had different abilities that could be given out, and I had to change the list in real time based on the number of players alive (since the number of questions posted each day was equal to half the number of players + 2). The order of the abilities were then randomly generated, as was the order of the questions themselves.

Because I wanted to reward correct answers as well as the effort to answer a question even if it was wrong, correct answers led to active abilities while incorrect answers led to passive abilities. Only one player ever answered a question incorrectly because google was an obvious resource. Each ability also had to be used immediately; the night following the day in which the question was answered, or it would be lost. This seemed the most fair to me at the time. For the most part, as well, town and mafia could receive the same abilities, though there were some exceptions for abilities that I thought would be overpowered in the hands of the mafia.

Overall, I thought the trivia theme worked really well, and it was fun creating a game that would work as both a mafia game and an educational experience. Unfortunately, the real-time question giving made it so that certain players were never able to receive an ability, so I had to take that into consideration while crafting my follow-up music themed trivia game.

I don't think I've had as much fun hosting a game as I did hosting that one, and I really appreciate @funnier6 's help in keeping it running smoothly; with the questions being roughly 6 hours apart in the first day, there was no way I could have run that game myself with my schedule.

The very last thing I implemented in that game was the phase duration, with 60 hour days and 12 hour nights. This was so that the night phase would line up roughly with the actual time most people were asleep. I don't think that short of night phases was really a great idea, though.

I'm looking forward to posting in here again after my followup game so I can discuss the changes I made!
 

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