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262 points dschuessler | 1 comments | | HN request time: 0s | source
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misprit7 ◴[] No.43517837[source]
Hey, I'm the one who made this! My video on it probably does a better job of explaining it than the github so I'd recommend checking that out: https://www.youtube.com/watch?v=y7VtSK23_Jg

If anyone has any questions about the engineering process/game itself I'd be happy to answer.

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1. Mekaniko ◴[] No.43526968[source]
Cool thing.

How do you handle the interaction between 2 pieces being moved at the same time ? Can I dodge a capture by picking up a piece ? Say 2 rooks are facing each other, how do you handle a mutual capture attempt ?

I have solved this problem, but still in a turn based setting :

* Both player choose their move, and moves are resolved simultaneously

* A piece cannot be moved 2 turns in a row (discrete cooldown time)

* When 2 pieces land at the same place, they are both considered captured.

* If they move in straight lines, in opposite direction, they are also both captured.

* NO CAPTURE for pieces crossing each other path / knights can exchange their positions.

* No pat. A player can skip his turn.

* the goal is to capture the oposite king obviosuly, not to checkmake it.

With a low blitz time, it solves the same fundamental problem as RT chess, but it can only be played online.

From a few test game, it looks like basic chess structure is preserved. But then there is the question of finding the Nash equilibirum of the game ! 2by2-simultaneous-move-chess with both rook and king leads to some sort of rock-paper-scissor.