Dev diary for my 7dRTS
I was uh-uh, am gonna pass on this one, but then I got an idea for something that I’ve been wanting to do for a while, and before I had a chance to reflect on whether I really had time for this, I was already busy coding.
Started a bit late though, and things are going sluggish, so I’m not confident it’ll be ready on time.
The idea I’m working with is Chess. Specifically, real time chess. I wanted a chess experience that is close to speed chess, but without any turns whatsoever. To limit myself, it’ll be a one player game, with you playing white and the computer playing black.
Wednesday: Grabbed chess pieces and background from opengameart. Initialized the matrix, set up the board and pieces and started working on pawn movement. After just a few hours, everything seemed to be working quite alright.
Progress video:
http://www.youtube.com/watch?v=sSdbK8RWtwU&feature=youtu.be
Thursday:
Rook movement. Rats! Who knew rooks could be so tricky? Sometimes I get them hiding behind pawns. Sometimes capturing white pieces without actually taking them off the board. Sometimes just jumping over pawns. Spent hours on this now, and they’re still not ready!
Friday:
Ok. So the rooks are finally behaving. Plugged in Rook behavior to the queen, so she’s halfway there as well. It’s starting to look more like a game now. Of course, at max speed, a complete chess round seems to be over in a minute. That’s speedy… With a little fine tuning at the end (and logic for player movement – currently, it’s on the honor system – ie. you’re permitted to do all kinds of illegal moves), I’m hoping a reasonable match can be played in 3-5 minutes. That’s the sweet spot I think.
Another progress video:
Rooks, bishops and the queen is now in the can. King and Knights remain, and then just the singleplayer logic. This should actually be doable, but family stuff will get in the way on saturday, so the rest of the work will have to be done on sunday.
Saturday:
Snuck in an hour of dev time in the morning. Fixed a few bugs regarding player select and movement. It’s really shaping up nicely. Very hectic gameplay. Still need movement patterns for Kings and Knights, and the whole player logic.
Screenshot saturday
Sunday:
Movement for Kings and Knights are done. While writing the logic for those, I came up with a much more efficient algorithm for deciding when and how to move those pieces. Doh! So now I really must rewrite the other pieces with that code. However, if I’m going to be able to put up something playable today, that has got to be moved to the backburner.
Another progress video, now with all pieces moving: http://youtu.be/V2h6xitUB6Q
First public beta:
First public beta is done… It’s playable, but there’s very little intelligence to the computers play, so winning is relatively easy. Bugs are likely. Refinement is necessary, but hey, I made it. Cheers. Hope you like it, and hope you have fun. If you find bugs or have suggestions for improvements, please tweet me at @svenardocom on Twitter.




























