Spin a prize wheel that slows down and stops on the prize already rolled
The prize should be decided honestly first, and the wheel then has to look as if it simply ran out of speed there. Players notice if it stops on an edge, jerks at the end or turns backwards. This shows how to work out the exact stopping angle and how to give a click for every wedge.
Why this works
Fairness lives in the draw, not in the spin. Deciding the prize first and then steering the wheel to it keeps the odds honest and the result stored, while the spin only has to look natural and end where the result says.
When not to use it
Not when the player is meant to influence the stop, as with a timing game or a stop button. A wheel that always lands on a fixed result would then be a trick, so let the real stop position decide the prize.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 23 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Spin a prize wheel that slows down and stops on the prize already rolled" (read_entry loot-wheel-lands-on-the-prize-chosen-beforehand) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP