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Comment by Doches

1 day ago

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.

  • I've made games in Löve and with straight Python and it's always a lot of fun...though challenging at times. Where I tend to struggle is with the overall game structure. Without being an actual professional programmer (nevermind a game programmer), I'm always wrestling with how to design the code structure in a way that is logical and professional. Leveraging common game design patterns isn't at all straight forward for a person like me.

    Here are two resources I found quite helpful...

    https://gameprogrammingpatterns.com/

    https://refactoring.guru/design-patterns

  • 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.

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).

That's awesome! I've been working on nearly this exact same idea as a prototype in Godot. Looks like my work is done! ;-)

  • Ooh! I’d love to see that, or to have a chat and swap ideas. My email is in my profile if you’d be up for it.

This is highly parasitic: someone does a Show HN about their hobby project, and then you come and snap on to it like a leech with your to-be-paid-for completely unrelated game demo.

I find this kind of behaviour disgusting. Why don't you do a Show HN on your own?

  • "Chess-related roguelike" is a an very crowded genre for unclear reasons and it's difficult to stick out.

    So far I've played Shotgun Queen and Pawnbarian. There's also Ouroboros King, Demoncrawl, The Rookery, Passant, Chess Survivors, Gambonanza, Mind over Monarchy, and many more.

    • I've not played as many (games in said genre) as you, jjmarr. And so, if you don't mind indulging me... I've an idea for a game that perhaps you'd be able to tell me if it's something you've already seen in play.

      The mechanic is fairly simple for this board game (not computer/video): A standard chessboard and chess pieces are used, with a custom deck of cards for each player. Before moving any pieces, a card is revealed that effects enhancements/restrictions/story/etc. The selling point would be banking on the creativity of the deck, of course. If there is anybody that could run with this idea (if in fact original, which I doubt) before I do, I'd love to hear about it! ♟

  • > completely unrelated

    They are both chess-inspired and roguelike.

    IMHO this is a completely normal "hey I've been doing something similar" response. Why are you so aggressive about it?