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Show HN: Chess-Inspired Roguelike

princechazz.com

121–130 of 159 posts

Re: Show HN: Chess-Inspired Roguelike

#121
post #102
post #18

There must be something in the water! I’ve been working on a (very different) chess-like roguelike, and just released the demo. Check it out if you’re a fan of weird chess puzzles, bad chess puns, and Hnefatafl! https://store.steampowered.com/app/3856240/Pieces_of_the_Kin...

Looks great! Gamedev is so cool, being able to create enjoyable, playable worlds and characters must be so satisfying. If you can tell me how to build something like this I will be so grateful.

It's really not that hard. There's a lot to learn, but it's doable.

Start here: https://docs.godotengine.org/en/stable/getting_started/intro...

Or if you're impatient like me you click "Your first 2D game" or "Your first 3D game" in the left bar (whichever you prefer) and go through that -- and skipping back to the intro/step by step when you don't understand something.

By the end of that you'll have made your first game.

From there you just do something extra to it. Mix it up. Start a new project with a different (small) idea. Build small projects until small becomes medium becomes large.

Just like learning anything else, really.

Re: Show HN: Chess-Inspired Roguelike

#122

Very nice. Enjoyed playing this. I know Chess, what is Roguelike here ?

In the most general terms, a procedurally generated world with permadeath. The term's inspired by Rogue[1]. [1] https://en.wikipedia.org/wiki/Rogue_(video_game)

Its still not rogue like without a meta upgrade loop.

Re: Show HN: Chess-Inspired Roguelike

#124
post #57

Earlier quoted context omitted.

Your passkey login doesn't even work. I think the nature of Claude usage here goes a bit beyond "some polish". (For reference, signing back in with a passkey seems to be impossible even after successfully creating an account with one. Every time you sign in it attempts to save a new passkey right after asking for the old one)

Admittedly some of the auxiliary features were made with Claude's help, but I'd argue that's not what makes this interesting. The game (core loop, sprites, etc) were all made by hand. The passkey feedback is good though, I see a few more people have had issues with it. I'll have a look at fixing it!

Isn't the audio Chess.com's audio? And performance is _really_ harsh on Firefox, this runs at like 10 fps for some reason.

Re: Show HN: Chess-Inspired Roguelike

#126
post #18

There must be something in the water! I’ve been working on a (very different) chess-like roguelike, and just released the demo. Check it out if you’re a fan of weird chess puzzles, bad chess puns, and Hnefatafl! https://store.steampowered.com/app/3856240/Pieces_of_the_Kin...

GoG, pls.

That's up to GoG; I've submitted every game I've released to them and it's like talking into the void, never a response. They're a delight as a customer, but kind of half-assed as a platform (at least if you're a self-published indie).

Re: Show HN: Chess-Inspired Roguelike

#127
post #36

Earlier quoted context omitted.

You're right, it's just a puzzle game. Strange to use the theme of chess and change a queen into a prince too. Pawnbarian is more chess-inspired than a chess themed, but actually rogue(lite)-like and very good. https://j4nw.com/pawnbarian/

"Rogue-like" is the most over-used term these days. It now has almost no meaning, compared to what it used to mean.

Normally the term fits very well and there are a lot of rogue likes, in this case its just wrong.

You die and loose everything than you have a meta upgrade loop.

Re: Show HN: Chess-Inspired Roguelike

#128
post #4

This is cool! One suggestion: some way to tell what the enemy pieces are? Maybe a legend to the right of the board? I ended up discovering by trial and error.

Isn't it pretty obvious? At least I recognized them.

Since I last looked, at least on my browser the gameboard has been significantly enlarged.

I'd say it's now obvious, but previously I mistook a bishop for a pawn.

Re: Show HN: Chess-Inspired Roguelike

#129
Really neat idea. I like how the chess constraints make the choices feel readable without making it feel like regular chess.

Took me a minute to understand what was going on, but after that it clicked. Would be fun to see more piece-inspired mechanics added over time.

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