"cloak and dagger" games
Docs and Details are on: cloakaml.cathe.dev
Running the project will just output a random starting configuration for game (currently Blood on the Clocktower), using the standard distribution (5-15 players). Current focus is on implementing the remaining abilities, and exploring what will be necessary to run it "live" (i.e., after setting up, running the phases and rounds of the game, modelling the state of the game as it plays).
There is a very rough initial sketch (in lib/game/server) of how I could connect to Erlang from the OCaml side of things. My idea at the moment is that the OCaml side will build the games and handle the implementation of their mechanics, and the games themselves will run on an Erlang server.
- town of salem
- mafia (party game)
- blood on the clocktower (case study implementation)
- coup
- papers please
- amongus
- spaceteam
- potion maker
- clone repo
- opam or nix (if using nix, enter directory and run
nix-shell)
opam switch create cloakaml ocamlthen update shell with eval $(opam env)
enter cloned repo directory. run:
opam install . --deps-only -ydune build @docfirst build. then run:
dune exec -- _build/default/bin/main.exe-
role abilities
- implementations: modify round (state), hooks, events
- refactoring and splitting modules
-
player AI
- partially generated by seed at start of game: relationship with other players, e.g., who will they likely trust more or be more suspicious of, how likely will they distrust or accuse others, how good they are at lying, or being under pressure, etc.
-
Improve auto-redirect to docs in
./doc/index.htmlso that if../_build/default/_doc/_html/index.htmldon't exist it stays and instructs to rundune build @doc. Currently it usesmetatag inheadto auto-redirect regardless of the destination file existing.