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Dragon Chess

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Really cool, by the way if you need help I can design the graphic for you. Cuz I think there are better choices than the rtp. Actually I know there is...
 
Zarnik":3kpab42x said:
Really cool, by the way if you need help I can design the graphic for you. Cuz I think there are better choices than the rtp. Actually I know there is...

Well, yeah, obviously. But my graphic abilities are limited to modification, not creation. If you wish to make graphics for the game, I'd be glad to have you. In fact, I could use some decent graphics for the sky board, all I have is the background that scrolls and the basic board tiles. =/
 

fuso

Member

Love this! Good luck on making the AI, as that's gonna be tedious.
Nevertheless, a chess-rpg game like this is definitely refreshing XD
You can easily put together an AI for chess-like games beating most humans. Even though your board is larger and you seem to have more pieces with many choices the game appears to have a decent branching factor and ordinary minimax&co should do well. To get more human-like play, you may either want to adjust the evaluation function, include negative parameters or use for instance UCT.
Read for instance
http://www.seanet.com/~brucemo/topics/topics.htm
http://members.home.nl/matador/stuff.htm
 
Ugh, minimax. :x I had to do it for Tic Tac Toe a while back and I had no idea how to implement/generate the tree nodes for hell of a long time.

It'd definitely cross into the boundary of scripting with that now, so hope you're still up to it.
 
fuso":1z4zqwi8 said:
Love this! Good luck on making the AI, as that's gonna be tedious.
Nevertheless, a chess-rpg game like this is definitely refreshing XD
You can easily put together an AI for chess-like games beating most humans. Even though your board is larger and you seem to have more pieces with many choices the game appears to have a decent branching factor and ordinary minimax&co should do well. To get more human-like play, you may either want to adjust the evaluation function, include negative parameters or use for instance UCT.
Read for instance
http://www.seanet.com/~brucemo/topics/topics.htm
http://members.home.nl/matador/stuff.htm

...


I have no idea what you just said, but I'll check it out anyway.
 
shiroun":l50f7nzn said:
I made a chess tutorial somewhere... check my old posts for it.

If you mean the chess/chinese checkers thread, then it doesn't seem like a tutorial, and the link has died from inactivity. =/

However, I love the idea of using a Tactical Battle System for the game. I had never thought of that.

I'll definitely look into that ^_^
 
In case you don't already know; the great Gary Gygax actually passed away earlier this week, aged 70... without him, there would be no Dungeons and Dragons!

Anyhow; leaving that somewhat morbid note, looks cool- I invented my own simple version of Dragon Chess for the D&D games I was the GM of called Sphinx's Wargame. But the original is cool, if somewhat complex (My players never had the patience to learn it, especially the Paladin, hence the simplification) I hope you make it gain as legendary a status as Windows 3.1 Battle Chess. LOL.
 
There was a battle chess for 3.1? o.O

Nuts, and I sent him an e-mail about a month back too. =/

Oh well. Guess this'll be my tribute to him then. ^_^
 
Of course! It was about the only good game you could ever play in Windows 3.1, since all other games pretty much required you to play them through DOS, usually after some farting around with your config.sys in order to free up a sufficient amount of XMS memory, and configuring your soundblaster's IRQ ports. How easier things have become with the wonder of DirectX.

This was of course before Windows became the primary operating system; and it was merely a piggyback rider of DOS that allowed you to have a prettier Word Processor with a mouse driven interface. Battle Chess probably used it because it was lazily programmed and could use the windows mouse driver this way, without having to load one of its own. Still a good game though; I especially liked how the Rooks turned into stone golems, and the fact that every potential battle had a unique animation.

But anyhow, this is massively off-topic. Hope it goes well, and nice to see this'll be your tribute to Gary.
 
I always thought Battle Chess started on 95 =/

Meh.

Well, hopefully I'll have a system for the game soon, so I might not need to go with the events for the first demo. I'll update the first post if I get the system I want.
 
Okay, I have an update for you all. I have posted a demo of the game. It is only enough to show you the rules, however, so it does not merit a move to the demos section, yet. When I get a playable demo out, then we can see about moving the topic.

For now, enjoy learning the rules to the game, and let me know if I made any mistakes, or if any parts are too hard to understand.
 
Considering the last post to this was in March, I hope the Mods will forgive me for making another post without anyone else posting.

I have updated the main post with a bit of new information. I would also like you all to know that the first playable demo may be out soon. GubiD has been making great progress on the system. All he needs is a bit of information from me and he will put in the final 'tweaks' to the system. I'll let you all know when that demo is available. Might still be a few weeks off, though.
 
As GubiD left the group to pursue greater things, I am in need of a new programmer, one that is willing to create an AI for the program. GubiD already created the movement system, which is all but complete, all you would need to do is make an AI that can work with it.

Please contact me if you are interested.
 

Kav

Sponsor

boltfox20":35oiby8d said:
all you would need to do is make an AI that can work with it.

Please contact me if you are interested.
lol, you do realize that's a HUGE deal right? I really doubt you're going to find anyone willing to program a Chess AI. Also, it's a bad idea to start a game where the core part of it depends on someone else's work.
 
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