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Show HN: Chess-Inspired Roguelike

princechazz.com

31–40 of 159 posts

Re: Show HN: Chess-Inspired Roguelike

#32

Well done, Claude!

There is some polish with Claude over the past few weeks, but we wrote the engine over 10 years ago actually. Each piece moves using a modified version of A* to simply find the shortest path to Prince Chazz (the piece controlled by the player).

Re: Show HN: Chess-Inspired Roguelike

#33

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)

In this game, I think _some_ of the less general terms (stricter definition) also apply: turn-based movement, grid-based movement.

Re: Show HN: Chess-Inspired Roguelike

#36

What is Rogue-like about this?

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.

Re: Show HN: Chess-Inspired Roguelike

#38
post #27

Someone on the leaderboard got to 118? Would be fun to watch that replay.

That was me. The engine is deterministic so I wrote a beam solver for it. My score should've been 208 (pretty sure it could play forever; I capped the solver at a max time limit) but I messed up one of my moves (I was manually moving the pieces instead of submitting the final move list with curl).

It was a matter of time I suppose. Would love to see the solver!
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