Demo Update #2
One that stood out was regarding the movement of the pawns. My initial reaction was not to change what was already in place, as it seemed to me to be working just fine.
The way it worked was that the pawns would follow the exact same rules as classic chess, which is that they can only move forward. And the forward direction in the boards generated here was toward the edge of the tile that was the most facing the opposite end of the board. One drawback of that is that some tiles are placed in a way that makes it hard to see which edge it is. So I added arrows on every tile to show that direction. It worked, but it also made the board visually cluttered. That's no good.
The suggestion that was brought up to resolve that is to make the pawns not move forward, but instead follow the track on which they start, similarly to a rook. If that tracks reaches the opposite end of the board, it's great, the pawn can promote to a piece just fine. But if the track does not reach it, and instead reach the left or right side of the board, then the pawn can turn and follow the next track starting at that tile, until it can then reach the opposite end.
And if the pawn captures, it automatically changes track. Although that's where it can get ambiguous, as there can be multiple tracks it can follow. When that happens, the track that can reach the end with the least number of moves will be the one. And there are actually cases those multiple tracks can reach in the end in the same number of moves. In those rare cases, the pawn will have a choice on which it can take when it moves. Phew, it wasn't an easy update. But it should hopefully make more sense when you play it.
Now, it still isn't clear which direction pawns can move when you just look at the board. You still need arrows. But a good news is that we don't need arrows on every tile. We only need them where the pawns are. So I've experimented with a few designs before settling down on one. A first attempt was with an arrow that would be showing the direction from the pawn itself.
But that felt messy and hard to read. So maybe by adding a more pronounced arrow?
But no, it still feels untidy. So I went back to the arrows we previously had everywhere, and simply used those.
This way, those arrows feel neatly tidy against the edge of the tile.
Another request was to have symmetric boards. There was 2 reasons for this request: - 1. to have boards that would not advantage one player over the other - 2. to make prettier boards Now, I still disagree with the first reason, as the features in our twisted boards do not necessarily give an advantage to one player more than the other. They can be used for both attack and defense, and therefore are great for both players. But 2, I can agree to that, there is a pleasure in symmetry. And that by itself was a good enough reason to add. So it's here, although it's not available in the demo just yet. You'll have to wait for the release. But here is how it will look:
That's it for now!
[ 2024-06-10 14:07:55 CET ] [ Original post ]
Hey hey. I'm still working on the feedback received from the demo last week.
Pawn moves
One that stood out was regarding the movement of the pawns. My initial reaction was not to change what was already in place, as it seemed to me to be working just fine.
How pawns moved before?
The way it worked was that the pawns would follow the exact same rules as classic chess, which is that they can only move forward. And the forward direction in the boards generated here was toward the edge of the tile that was the most facing the opposite end of the board. One drawback of that is that some tiles are placed in a way that makes it hard to see which edge it is. So I added arrows on every tile to show that direction. It worked, but it also made the board visually cluttered. That's no good.
The suggestion
The suggestion that was brought up to resolve that is to make the pawns not move forward, but instead follow the track on which they start, similarly to a rook. If that tracks reaches the opposite end of the board, it's great, the pawn can promote to a piece just fine. But if the track does not reach it, and instead reach the left or right side of the board, then the pawn can turn and follow the next track starting at that tile, until it can then reach the opposite end.
What is a pawn captures?
And if the pawn captures, it automatically changes track. Although that's where it can get ambiguous, as there can be multiple tracks it can follow. When that happens, the track that can reach the end with the least number of moves will be the one. And there are actually cases those multiple tracks can reach in the end in the same number of moves. In those rare cases, the pawn will have a choice on which it can take when it moves. Phew, it wasn't an easy update. But it should hopefully make more sense when you play it.
We still need arrows
Now, it still isn't clear which direction pawns can move when you just look at the board. You still need arrows. But a good news is that we don't need arrows on every tile. We only need them where the pawns are. So I've experimented with a few designs before settling down on one. A first attempt was with an arrow that would be showing the direction from the pawn itself.
But that felt messy and hard to read. So maybe by adding a more pronounced arrow?
But no, it still feels untidy. So I went back to the arrows we previously had everywhere, and simply used those.
This way, those arrows feel neatly tidy against the edge of the tile.
Symmetric Boards Sneak Peak
Another request was to have symmetric boards. There was 2 reasons for this request: - 1. to have boards that would not advantage one player over the other - 2. to make prettier boards Now, I still disagree with the first reason, as the features in our twisted boards do not necessarily give an advantage to one player more than the other. They can be used for both attack and defense, and therefore are great for both players. But 2, I can agree to that, there is a pleasure in symmetry. And that by itself was a good enough reason to add. So it's here, although it's not available in the demo just yet. You'll have to wait for the release. But here is how it will look:
That's it for now!
Chess Twist
Guillaume Fradin
Guillaume Fradin
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A variant of the classic game of Chess, where the grid is irregular.
On a regular grid, each cell has 8 neighbors, but in this case, they can have between 6 and 10. Therefore tiles can have 3 diagonals or 5 diagonals, which offers different moves depending on where a piece is.
This leads to games where have to tread more carefully, and use every opportunities to surprise your opponent.
Boards are procedurally generated on each game. This makes each game unique.
We've pre-selected some boards. Some are either similar enough to a regular one, so that can ease into this new variant. Others are very different, so that you can really enjoy those new strategies.
And If you love a specific board, you can always find again it via its name.
On a regular grid, each cell has 8 neighbors, but in this case, they can have between 6 and 10. Therefore tiles can have 3 diagonals or 5 diagonals, which offers different moves depending on where a piece is.
This leads to games where have to tread more carefully, and use every opportunities to surprise your opponent.
Procedurally generated
Boards are procedurally generated on each game. This makes each game unique.
Pre-selected boards
We've pre-selected some boards. Some are either similar enough to a regular one, so that can ease into this new variant. Others are very different, so that you can really enjoy those new strategies.
And If you love a specific board, you can always find again it via its name.
MINIMAL SETUP
- OS: any
- Processor: allStorage: 300 MB available spaceAdditional Notes: it\'s a very light game. it should run just fine
- Storage: 300 MB available spaceAdditional Notes: it\'s a very light game. it should run just fine
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