bikerdude on 17/4/2013 at 06:41
I agree with others, this is extremely impressive.
kdau on 17/4/2013 at 07:46
Quote Posted by Sensut
Is simply amazing, kdau! Just wondering how it works? :weird:
Well, basically there are three custom scripts: one that controls the AIs' special behaviors, one that controls the interface on each square of the board, and one big script managing the game as a whole. The mission files just contain the surroundings with a few carefully placed markers, while the gamesys holds special archetypes for every type of piece (e.g. ChessPieceK6 = Karras, the Mechanist "king"). My scripts take over from there and create all the pieces, the interface gems, etc. and keep them up to date. I wrote a basic chess logic system that tracks the board position, finds possible moves, etc. The computer opponent is provided by a bundled external program.
Quote Posted by Random_Taffer
The cringetastic intro to Nostalgia does drive me up the wall, though. :o
Hey, I thought that intro was pretty decent. :)
Quote Posted by bikerdude
I agree with others, this is extremely impressive.
Thank you!
Quote Posted by Albert
The interface is even better than I was expecting. And the ability to select what the next mission will be seems like something new in Thief to me, although I'm sure it was feasible before. How did you do that exactly, Kdau? Although this question might seem more appropriate for the editors guild, so maybe just cite something if you must. Just a Dromed noob here.
Anyways, excellent work on the FM. The effects are awesome, and later I wanna try out the other 2 modes. I did the Mechanist and Pagans first.
It's a NewDark feature, unfortunately available only to custom scripts. Specifically it's the IDarkGameSrv->SetNextMission method. I definitely couldn't have done any of this without NewDark. :thumb: There are a few other new script-only features that still need to be tried, including changing fog and weather settings mid-mission and drawing custom HUD elements.
Basso71 on 17/4/2013 at 08:11
What a nice idea:thumb:, I really liked the battle The City vs. Blackbrook, nice setting there! At the beginning, sometimes I had the problem to recognize the character of the enemy so I lost my player. However, I lost every game, yeah, I'm not the best chess player:p
Hats off to the technical implementation(how did he do that?)
InfinituS on 17/4/2013 at 09:48
Wow congrats :D Can't wait to play some chess :thumb:
Yandros on 17/4/2013 at 12:07
Looking forward to playing this soon!
shadows on 17/4/2013 at 16:15
This is most creative! Kudos! :cheeky:
Cardia on 17/4/2013 at 17:57
played today on easy mode, wich turn out to be hard mode, i can´t beat the computer :p
Eiji on 17/4/2013 at 18:25
I was glad to be in on the beta for this...
defiantly one of the more original FMs I've ever played (though it had made me forget how hard it is to beat a computer at chess)
all the same... "Battle Chess" was never THIS good....
Sir Taffsalot on 17/4/2013 at 19:00
I love Chess. I also love Thief. What happens when you combine the two together? Well from a scientific point of view the result is Mega F%$*ing Awesome! It's a pity I suck at Chess and keep getting my ass handed to to me even at easy. Rest assured I will keep replaying this for many years to come. Very nice work Mista!
kdau on 18/4/2013 at 05:39
Thanks again to everyone for your kind words. :D
I hope I haven't let the "Easy" difficulty be too difficult. It's the same setting as might be used at the lowest difficulty in a regular computer chess game, but there are lots of details I could tweak. I am planning on a 1.1 release (not very soon, though) with some additional features, so I might tone down Easy a bit and let Normal be where things start to get tricky.