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H. G. Muller wrote on Sun, Dec 17, 2023 06:31 PM UTC in reply to Aurelian Florea from 05:36 PM:

Megalomachy next?

From a programming POV that would just be more of the same. So no!

I will probably try Minjiku Shogi first. This has burning and brouhaha squares as a novelty. Active burning should already be supported by the fairy-move-model.js file; I tested that in a modified version of Chu Shogi. There is still one problem with that, though: the function cbGetAttackers would not consider a square that can be burned as attacked. That means the King would be able to expose itself to burning. This is hard to fix, but not an issue for games that do not have a checking rule. (And not really an issue for careful players anyway.) As long as losing your King would be noticed as a loss. (Which currently isn't the case in Jocly; it only tests for checkmate/stalemate.)

I should also make some progress on piece graphics. One of the problems of starting to modify other people's software before you are fully acquainted with it is that you might do things in a way that goes against the design philosophy of doing similar things. I have for instance added slightly resized 3d pieces to the fairy set, because I was not happy with the initial design. But I am starting to discover that this could have been done not by changing the size of the piece file itself, but with instructions in the game's model file. That would be much cleaner and much more versatile.


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