A small place for me to hopefully give status reports on mods for Demigod that I shall work on.
Published on April 25, 2009 By Chirmaya In Demigod Ideas

Alrighty, just follow me on this crazy idea of mine. It will take a map and mod to make it without it being ugly.

The idea is to have a map of a chess board that contains all of the normal features of a map except for the flags. In addition to this, all players will see a chessboard on their UI that they can minimize. The first player on each team has direct control over their UI chessboard, and on their turn they can play their move. Every player can see the game progress and give advice to the first player. With more coding I am sure that the player of the chess game could pass off control to another on their team. And so, with a time limit of say... 60 seconds or some choosable amount, the teams' chess players will play against each other. If one gets a checkmate, that whole team wins.

Now, while this is going on, demigods are still fighting on the chessboard, trying to take out the enemy citadel. With the destruction of the citadel, this is also a win for a team, so taking the citadel or the king is how you win. Now, the locations of your pieces on the 2D overlay chess board will have a direct effect on the 3D map, though I am not 100% on how this will work yet. Perhaps knights will have an invulnerable trebuchet at its location, bishops heal units for XHP per seconds or something. That is all up in the air, but the main goal is to be able to make players of chess a little more reckless, since advancing will give them a better chance on the 3D board, but less of a one on the 2D board.

Well, I hope that some of that made sense. This is my plan for my first map, so I just need to wait until modding is supported before I make this >.>

 


Comments (Page 2)
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on May 11, 2009

Added check detection and it displays it in the last move text with a '+', although it doesn't force you to move out of check yet! That took a long time >.<

on May 11, 2009

Have you got castling working? oops see you are thinking bout that

edit: keep at it, looks good

you could try to make it so the citadels are only vulnerable when they are in check

on May 11, 2009

Szadowsz
you could try to make it so the citadels are only vulnerable when they are in check
I'd never win. 

 

on May 11, 2009

Insane!!!

on May 12, 2009

Tell us when you've made DemiSnakes&Ladders. Now that would be awesome!

on May 16, 2009

As far as I can tell, forced moving is now working perfectly. Now I am thinking of how I can possibly do checkmate detection seeing as a lot of the code takes place upon trying to move instead of before a move is initiated >.< Oh, the giant flaws that you come across when you just start randomly programming things instead of plotting out how the whole thing will work. But whatever, maybe I can come up with a way to do that. Until then, I shall let my brain juices get back to their solid form.

on May 18, 2009

Kitkun

I'd never win. 

don't worry kitkun I'll be on your team im awesome at chess

like some of the others have said, if you need any help testing and what not just say so

on May 18, 2009

wow this is sounds awesome...and insane

Cant imagine how it would play out yet though

on May 18, 2009

Don't have the game yet, suck at chess.

But boy... I do like the idea

on May 20, 2009

Wow! This is a very interesting idea you've got here, Chirmaya.

Keep up with the great work...I'm sure it will be very cool when it's finished.

 

on May 20, 2009

Thank ya! I spent around 8 hours on Monday (yay, holiday!) totally reprogramming the thing so that I can actually detect how many optional moves a player has left. This is the small bit that made me not able to get checkmating implemented >.> I think that I am pretty close, so I hope to finish the functionality of the UI next weekend. After that comes making ideas for what the pieces do on the 3D map

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