Chess Mod Redux?

Chess Mod Redux?

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Chess Mod Redux?

Post by SinbadEV »

Nothing Yet, I'll remind you of my mod: Chess Mod

It was created essentially before anyone had really figured out UV mapping and LUA was nowhere to be seen...

Anyways, a little bit of free time has come my way because I don't have breasts so I was thinking I could revive the idea... but then I realized I don't even play chess myself... heck I don't even play spring very much in the first place...

So this is a thread with idea and if someone wants to give suggestions maybe someday a bored modder with a penchant for board games will come along.

First of all I need an Iconic representation in place of the gameboard to replace the minimap. icons are available here http://en.wikipedia.org/wiki/Chess#Setup ImageImage under a CC licence

Next I want the pieces to be placed on the map automatically which I'm pretty sure LUA-Rules can handle without a problem

After the basics I need rules adjudication... I want to click a unit and then right click the target and it will move to the location I've specified or generate an error if the order is incorrect and allow for capturing and pawn's upgrading when they reach the opposite side

I want people to only be able to move if it's their turn, I want it be possible to have a rematch without restarting the game.

I also need to work out better UV mapping as they are currently just flat colors.

Finally I want each piece to have unique move, attack and death and death animations...

Here's What I'm thinking for attacks:

King: Reclaims the unit in a reverse nanolath sequence.
Queen: Shoots a Laser at the target and then slides into place before the smoke clears.
Knight: Flies over the target and the squishes it into the ground
Rook: becomes bricks, slides across the ground and then reforms enveloping the target
Bishop: Turns into a missile and launches at target, rises anew from the ashes like from a missile silo
Pawn: Swings itself like a baseball bat at the target.

I was also thinking it would be cool when I got everything else done to have a widget version that can be played by spectators and maybe have a real-time chess game... probably a king would be commander, rooks would be defensive towers, maybe pawns would be like sheep but it would cost a resource just for pieces to move so you would need to budget for that... could be cool.

Sorry... just a bit of a mindsplosion there... thoughts?
User avatar
Zoy64
Posts: 454
Joined: 12 Nov 2006, 00:30

Re: Chess Mod Redux?

Post by Zoy64 »

i think the knight should stab the guy with a spear
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Chess Mod Redux?

Post by kiki »

turn-based chess?
no way!

We need realtime chess!
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Chess Mod Redux?

Post by rattle »

Go play starcraft
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Chess Mod Redux?

Post by Gota »

How about turn based Spring.
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Chess Mod Redux?

Post by bobthedinosaur »

Gota wrote:How about turn based Spring.
+1111111
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Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Re: Chess Mod Redux?

Post by Pendrokar »

Can you make Chess mod as a one map mod?
Like TradeMark made the cannon fight maps (8/16 Way-Hack...)!
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