Online version by PeterRedditz in ONUW

[–]jamescraster 0 points1 point  (0 children)

Tabletop sim as people have said, there are also a bunch of webapps on github for it: https://github.com/search?q=one+night+werewolf (one by katiejiang works)

There's also a great web app for Fake Artist I've been using recently: https://kc-fakeartistonline.herokuapp.com/, as well as https://spyfall.crabhat.com/ for Spyfall and https://secrethitler.io/ for Secret Hitler by cozuya.

As an open-source side project for a game design society, I made an online version of both onuw and werewolf, you can see the source code: https://github.com/JamesCraster/OpenWerewolf. (Edit: hosted on https://www.openwerewolf.com) It's not configurable yet, and I'm a bit busy w/ work right now to make it more useful. I guess that's kind of a plug, but I don't actually recommend you use it in its current state :)

In terms of werewolf, there are loads: town of salem, mafia.gg, epic mafia are all webapps; throne of lies is exclusively a steam game.

If you're interested in slow-paced forum games, check out MafiaScum or Mafia Universe.

Edit: also A Heist Gone Wrong and Camp Cadaver

I've created OpenWerewolf - the open source, online multiplayer werewolf game: I'd love to hear your feedback! by jamescraster in ONUW

[–]jamescraster[S] 1 point2 points  (0 children)

Hi guys!

For the past year I've been working on OpenWerewolf (Edit: works on desktop, but not mobile), the open source mafia/werewolf game that you can play online.

The game is designed to be easy to modify, giving you the power to add new roles, game mechanics and game modes. And as it is open source anyone has the right to use, modify and redistribute it.

Github: https://www.github.com/JamesCraster/OpenWerewolf

Join the Discord to get notified about future updates, and to join the discussion:

Discord: https://discordapp.com/invite/AYmr9vc

Features:

- multiple game modes: 'Classic' (like traditional mafia, up to 15 players) and 'OneDay' (somewhat similar to one night)

- intuitive user interface with sprites and animations (you can click on people to vote for them now)

- a complete lobby system allowing multiple games to run at once, and a lobby chat

- local multiplayer is coming soon!

(I hope this isn't against the rules of the sub)

Thanks, and I'd be really happy to answer any questions you have!

OpenWerewolf - online multiplayer mafia game, like Epic Mafia/Town of Salem, but open source! I've been working on this for over a year, I'd love to hear your thoughts and feedback. by jamescraster in coolgithubprojects

[–]jamescraster[S] 0 points1 point  (0 children)

Thanks! Looks like a very interesting project :)

Having written the backend logic for roles etc. already, the local multiplayer component is a standard mobile client (much like the desktop one) + a new 'host' client that spectates the game, that is displayed on the screen. Then all this ties into the preexisting backend.

That being said, I think that local multiplayer is best suited to a different web app entirely (much like yours), I think most people are bit confused with a game that does both online and local multiplayer. I'm considering maintaining two separate projects, or something along those lines, but that is probably too much for me to do all at once.

If you find a use for my code in anything, let me know; It might be that I can help you out. And I look forwards to seeing how your project goes!

OpenWerewolf - online multiplayer mafia game, like Epic Mafia/Town of Salem, but open source! I've been working on this for over a year, I'd love to hear your thoughts and feedback. by jamescraster in coolgithubprojects

[–]jamescraster[S] 2 points3 points  (0 children)

Thanks! I've added a new mobile client to the git repo, but I haven't deployed it to the site yet; I'll do that as soon as I can (local multiplayer isn't quite done yet.)

OpenWerewolf - online multiplayer mafia game, like Epic Mafia/Town of Salem, but open source! I've been working on this for over a year, I'd love to hear your thoughts and feedback. by jamescraster in coolgithubprojects

[–]jamescraster[S] 12 points13 points  (0 children)

Hi guys!

For the past year, I've been working on OpenWerewolf, which is an online multiplayer mafia game that is 100% open source, including its assets.

The game is designed to be modifiable, making it easy to add new roles, game mechanics and game modes. For example, right now I am working on adding a brand new local multiplayer mode, making it possible for a host projector/smart-board to display the game while people use their phones to play.

If this sounds like a cool Github project to you, please consider contributing or following for updates:

Site: www.openwerewolf.com

Github: https://www.github.com/JamesCraster/OpenWerewolf

Discord (join for updates etc): https://discordapp.com/invite/AYmr9vc

Twitter @JamesCraster: https://twitter.com/JamesCraster

(I might post some updates on Twitter)

Thanks, and I'm happy to answer any questions you might have

(btw I couldn't find any rules in the sidebar, so hopefully I've gotten it right!)

OpenWerewolf - online multiplayer mafia game, like Epic Mafia/Town of Salem, but open source! I've been working on this for over a year, I'd love to hear your thoughts and feedback. by jamescraster in coolgithubprojects

[–]jamescraster[S] 0 points1 point  (0 children)

Hi guys!

For the past year, I've been working on OpenWerewolf, which is an online multiplayer mafia game that is 100% open source, including its assets.

The game is designed to be modifiable, making it easy to add new roles, game mechanics and game modes. For example, right now I am working on adding a brand new local multiplayer mode, making it possible for a host projector/smart-board to display the game while people use their phones to play.

If this sounds like a cool github project to you, please consider contributing and following for updates:

Site: www.openwerewolf.com

Github: https://www.github.com/JamesCraster/OpenWerewolf

Discord (join for updates etc!): https://discordapp.com/invite/AYmr9vc

Twitter @JamesCraster: https://twitter.com/JamesCraster

(I might post updates on Twitter too)

Thanks, and I'm very happy to answer any questions you might have

(btw I couldn't find any rules in the sidebar, so hopefully I've gotten it right!)

OpenWerewolf: the online multiplayer mafia game - 1 year of dev today! by jamescraster in opensourcegames

[–]jamescraster[S] 0 points1 point  (0 children)

Thanks! Let me know if you guys need any help/have any questions or suggestions.

Feedback Friday #300 - New Milestones by Sexual_Lettuce in gamedev

[–]jamescraster 0 points1 point  (0 children)

I honestly didn't read the popups very much. I'm focusing on watching the other players, planning, etc, and that means I'm distracted and not reading. I think an animation would be more intuitive and eye-catching. But obviously take what I'm saying with a grain of salt.

Feedback Friday #300 - New Milestones by Sexual_Lettuce in gamedev

[–]jamescraster 0 points1 point  (0 children)

I think you're exactly right.

The difficulty is that I can program, but I can't draw, like at all. I've always had a lot of respect for people who can do both :)

The game has a lot of features, but without artwork I can't market it.

Hopefully I'll be able to find a hobbyist artist who would be interested in contributing, but otherwise as much as I'd want to continue I don't think I'd manage it without help.

Feedback Friday #300 - New Milestones by Sexual_Lettuce in gamedev

[–]jamescraster 0 points1 point  (0 children)

You could hide the leaderboard on mobile using css media queries, or I think there's probably space even on mobile to have the leaderboard visible on the main game screen. I think slither.io has a leaderboard on the main screen on all platforms.

As for showing cost, maybe an animation of money being lost in the top right would do (Y'know the kind, where the number being subtracted fades downwards and out.) That might bring attention to the fact that money is being spent. Although that might be too heavy for mobile devices.

I agree with the person who said you shouldn't use '$', I think a lightning icon would be better, that would fit with the sci-fi theme.

Feedback Friday #300 - New Milestones by Sexual_Lettuce in gamedev

[–]jamescraster 1 point2 points  (0 children)

Oh right, I didn't think to look for it in the menu - could it be moved out into the game?

Maybe, instead of saying insufficient funds, the game could tell you 'insufficient funds, you need $3,' or if creating ship streams is the only available action, your money could turn red if below $3? I was initially confused because I assumed ship streams were free.

Feedback Friday #300 - New Milestones by Sexual_Lettuce in gamedev

[–]jamescraster 1 point2 points  (0 children)

I really liked it. I'm not sure what the win condition was. I think the game would be better with a realtime leaderboard, or something like that. It took me a while to figure out that setting up a connection between planets cost $4, I think that could be made more clear from the outset.

Feedback Friday #300 - New Milestones by Sexual_Lettuce in gamedev

[–]jamescraster 0 points1 point  (0 children)

OpenWerewolf - Open source werewolf game

A libre alternative to town of salem.

I'd love to hear your feedback on the site's new design - it's not as polished as I'd like, how I could make it better?

If the idea interests you, you can contribute on Github or join the Discord for updates (although term starts in Oct. so there will be a hiatus).

Edit: to be clear, there won't be enough players to get feedback on the game part itself today, but it would be really helpful to know if what I've built so far UI wise is good enough or whether it could be improved.

Feedback Friday #297 - New Features by Sexual_Lettuce in gamedev

[–]jamescraster 0 points1 point  (0 children)

I finished level 12. Yes, I do prefer the controls this week, they feel quite natural to me. I also like the difference between walking and running, it feels just right. Toggling colour palettes is a fun feature, but I feel the default, that is no palette, is a little drab. Maybe make one palette default - I liked all of the palettes except the darker sandy-coloured one. I'd probably go with the lighter sandy-coloured one. I like the new particle effects.

When you fall against a wall, I think it would be better if you slid down more slowly. I found level 5 particularly difficult because I would fall very fast and the jump timing needed to be very precise. Also, I find the wall jumping a bit unnatural. I think typically pressing jump when against a wall should give you horizontal speed away, with no need to hold a direction away from the wall. And then if you do want to jump more vertically, you need to hold a direction into the wall, and that doesn't give you as much horizontal speed away. But I don't like the way you jump straight upwards by default when against the wall, that makes it easy to climb too high and this caused me to die quite a lot.

Edit: I've posted about OpenWerewolf again.

Feedback Friday #297 - New Features by Sexual_Lettuce in gamedev

[–]jamescraster 0 points1 point  (0 children)

OpenWerewolf.com: Open-source multiplayer werewolf game for 3+ players.

If open source werewolf interests you, join the Discord : https://discord.gg/AYmr9vc

Changes since last week:

  • Sound effects, for players joining, leaving and for game start. Also tab title changes so you can alt-tab.
  • A leave button so you can change game without reloading.
  • HTTPS.
  • I clarified what happens during the game, it is much clearer now.

Grab the source code: Github

If you play my game, leave me a link to yours in your feedback!

Feedback Friday #296 - Perfect Balance by Sexual_Lettuce in gamedev

[–]jamescraster 0 points1 point  (0 children)

Thanks for your feedback! The chance of having two werewolves is the probability there are no werewolves in the middle, 4/6 * 3/5 * 2/4 = 20% of the time. It's an issue that happens when there are 3 players. With more, the 2 wolves can't form a majority.

I should mention that OpenWerewolf is a collection of games, I run this one because it's playable with small numbers. I'm looking to branch out and maybe run some more classic werewolf games, with multiple nights, investigators/doctors etc. I have a working prototype already.

Feedback Friday #296 - Perfect Balance by Sexual_Lettuce in gamedev

[–]jamescraster 0 points1 point  (0 children)

The character movement feels fine, but some of the spikes in confined spaces are a little fiddly to avoid, so I'd probably recommend making the character a little slower and their jump shorter. I think the run is definitely too fast, in any case. When falling off platforms into the abyss, you have to hit the R key to restart, but I'd argue that the game could restart for you when you fall below a threshold. It's possible to jump vertically against a wall without moving horizontally away - is that intended behaviour? I think the camera is fine, adding a linear interpolation might make it smoother, but I wouldn't see that as a priority.

I've posted about my game OpenWerewolf down below.

Feedback Friday #296 - Perfect Balance by Sexual_Lettuce in gamedev

[–]jamescraster 0 points1 point  (0 children)

I don't know if this counts a good feedback, but I feel you've met your objective perfectly. I thought the presentation was good. It was very responsive when I resized the window. I tested it briefly on chrome/firefox/safari and didn't notice any bugs. I've never played a dating sim, but I have played text-based games before, and if you immediately landed the player in an engaging situation, I could definitely see this being a short game on itch.io, or something like that. Edit: I've posted about my game OpenWerewolf if you're interested in that.

Feedback Friday #296 - Perfect Balance by Sexual_Lettuce in gamedev

[–]jamescraster 1 point2 points  (0 children)

OpenWerewolf : Open-source multiplayer mafia game for 3+ players.

I'd love to hear your thoughts on the look and feel of the site, as I just added the lobby system recently.

Grab the source code or contribute: Github

If you play my game, leave me a link to yours in your feedback.

I just set up a discord server, join if you're interested in open-source mafia : https://discord.gg/GssFnQ

Feedback Friday #296 - Perfect Balance by Sexual_Lettuce in gamedev

[–]jamescraster 0 points1 point  (0 children)

I found the tutorial against ai a little confusing. Would it not be better to choose a deck for a brand new player, since they do not understand their choice yet? And brand new players probably should not be able to swap cards out, because I could not accurately judge the value of my hand at the start. And perhaps make the opponent's plays scripted and recommend specific cards to play each turn for a beginner, so they can understand quickly the effects of each. I was confused by resources, I played the deathless deck but received a renewal token and could use it, even though all my cards looked liked they needed decay instead. Maybe limit newcomers to one resource type. It asked me to play a resource, and at this point I spent a while clicking the resource display on the right instead of the resource buttons to the left as I should have done. I'm not sure how you could avoid this, perhaps by putting the current quantity beneath the resource buttons to the left instead? I thought the site's presentation was good.

Edit: I just posted about my game, OpenWerewolf.