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VVVVVV => VVVVVV => Topic started by: Isoraķatheð on August 25, 2011, 03:45:38 pm

Title: V6C, a fan-game.
Post by: Isoraķatheð on August 25, 2011, 03:45:38 pm
Hello. I am Isoraķatheð, and I found this game no more than one week ago. I found it to be really good. It is rated +7 660 in the Ekestimos Scale. (I'll get to that later.)

So why am I posting here, especially when a) I'm Internet-penniless and couldn't buy the game, b) my knowledge of the game is limited to watching playthroughs, reading wikis and my imagination, and c) I live miles away from the nearest VVVVVV fan?

Well, two things.

When I find something I really like, I make a couple of things. This is one of them.

This is VVVVVVChess, abbreviated V6C (which, you note, is a pun on the W3C). V6C is a Chess Variant that is modeled much like the game, with spikes and strange gravity galore.

I will document this game in both this thread an a specific wiki article about it (linked later so I don't sound like a spambot), which could use some editing skills. I may also make a YouTube video describing the game. For now though, all I have is this board:

(http://images1.wikia.nocookie.net/__cb20110823084834/pasaruconworld/images/1/1a/VVVVVVC_Board.png)

And this description to go with it:

Quote
The V6C board: Base, Holes and Spikes.

The board: a 12 × 12 board, with 48 edges. It may be a square, a torus or a cylinder; depends on the players. Has 144 squares, but...
The holes: ...cover up 24 of them, leaving a total square amount of 120. They cut holes in the board for falling pieces to land on. They have a lot of edges, and some of the edges are lined with...
The spikes: ...70 of them! Have a piece land on spikes and they get captured!

I'll attempt to explain everything. Of course, any questions can be asked here.
Title: Re: V6C, a fan-game.
Post by: Terry on August 25, 2011, 03:54:22 pm
This sounds really interesting! I'd love to see more :) Looking forward to the youtube video!
Title: Re: V6C, a fan-game.
Post by: Isoraķatheð on August 25, 2011, 04:44:43 pm
Oh wow, this is fast. (I have multiple projects to work on...)

Anyway, as an example to how the mechanics work, I've made an example board. As I haven't decided on which pieceset to use yet (they're either the more thematic but trickier-to-design custom pieces named after the characters, or the blander but more easily balanced geometric pieces) the only piece present is the King, which may or may not be replaced by good old Viridian (though how I'm going to color them, and how am I going to disambiguate the move Ve4 is an issue...)

The Example Board

(http://img4.imageshack.us/img4/8154/setupu.png)

In this picture is the example board. A couple rules that it demonstrates:


That's about it. The hour is late, though you won't notice on the forum clock (where's the time zone option?) so I shall retire. More, hopefully, tomorrow, if my other interests (another CV, and some data work, and some VVVVVVConlangTranslation!) don't come in the way first.
Title: Re: V6C, a fan-game.
Post by: Whirligig on August 25, 2011, 09:34:56 pm
You created a VVVVVV conlang? I'd love to see that.

Or are you translating VVVVVV into conlangs? If that's the case, I call dibs on making an actual VVVVVV conlang.
Title: Re: V6C, a fan-game.
Post by: Isoraķatheð on August 26, 2011, 06:55:02 am
You created a VVVVVV conlang? I'd love to see that.

Or are you translating VVVVVV into conlangs? If that's the case, I call dibs on making an actual VVVVVV conlang.

All in good time, whirl, all in good time...

Now anyway, I think it's about time that I worked on the momentum thing.

I have no idea how to explain it simply, so I'm basing this on someone else's words and start there. Below is a quotation of Momentum Chess, invented 2000:

Quote from: Momentum Chess
  • The rules of FIDE chess apply except as follows.
  • When a piece is moved, it acquires momentum, and keeps moving in the same direction at the same speed on subsequent turns.

    The "speed" of a piece is how many squares per turn it moves. After 1. e2-e4, the White Pawn will continue on with 2. e4-e6 unless it is stopped.

    Capture and non-capturing moves are different "speeds". Thus, after 1. Ng1-f3 e7-e5, White cannot use the inertia of the Knight to capture Nf3:e5.
  • When a piece with momentum cannot move any further, it simply stops. Now it has no momentum. We call this "autostop".
  • On each turn, each player may either start one piece moving or stop the motion of one piece that was already in motion.
  • If a piece is moving by inertia, you cannot start it moving in another direction, nor can you change its speed. You can only stop it, which uses up your move.

    On each turn, each player may have one or more pieces in motion by momentum, in addition to the usual move that may be made. Doctor Einstein informs me that these events cannot all happen at once, because there is no true simultaneity.

    The player has a free choice about which event should be resolved first.

    For example, after 1. e4; 1...d6???; 2. e6, Bb5!; this move is check because White can (and will) play his third move as follows: first the Bishop is stopped because it can go no further, then the Bishop is chosen as the piece to be moved.

    As another example, consider a position with White Bishop f1, Black King g6, Black Pawn b5: 1. Bf1-d3+ can be answered by 1...b5-b4 (!). Now the Bishop cannot go to g6 because its momentum wants to carry it to b5, so it is not check.

    This is a most important rule, and deserves a bit more discussion.

    You can stop the motion of a piece either before or after it has moved by inertia, but of course if you do so you may not start some other piece moving.

    You can start a piece moving after you have allowed it to stop itself; a piece stops itself when it has no further moves in the same direction and speed.

    You can prevent a piece from stopping itself by getting out of its way; thus, if you have previously moved your Bishop from f1 to d3, and you have a Pawn on c4, and you plan to move that Pawn away from c4,

    it is your choice whether to allow the Bishop to stop itself on d3 before you move the Pawn,

    or to move the Pawn first and allow the Bishop to continue on to b5.

    On the other hand, if you have previously moved your Bishop from f1 to c3, and you have a Pawn on c3, and you plan to move the Pawn to c4, you get to choose whether the Bishop should stop at d3 or continue to b5, and the way you make this choice is by controlling the order in which things happen.
  • A piece can do two things in one turn in no situations except the two mentioned above.

    If a Pawn's momentum carries it in to be promoted, you cannot move the new Queen until next turn because it still has the Pawn's momentum, and the autostop won't happen until next turn. The new Queen still has the Pawn's momentum because Rene Descarte tells me it's still the same object despite its altered form.

    Notice that a piece does not make a momentum move and an autostop both on the same turn.
  • Kings do not have momentum.

    However, when you Castle, the Rook has momentum.
  • Momentum could force you to expose yourself to check; after 1.e4; 1...d6??; 2.Bb5+!,e6; 2...c6,d5; 3.Qh5; Black is in check because the Pawn at c6 must continue on to c5, so the only way to avoid mate is 3...Qd7,c5,d4; which is obviously hopeless.

    Notice that 1.e4; 1...d6??; 2.Bb5+!,e6; 2...Nc6,d5; 3.Qh5?!; 3...d4,B:e6; is a bit better for Black because the Pawn at d4 stops the Knight on c6 from continuing on its way and exposing the King.
  • It can be hard to see check. If you allow your King to be captured, you have lost the game.

Attribution: http://www.chessvariants.org/d.betza/chessvar/inertia.html

Okay, with the base, let me expand on it.


I need some help clarifying this though, so ask questions and I'll attempt to make more examples.
Title: Re: V6C, a fan-game.
Post by: Sendy on August 26, 2011, 03:30:00 pm
This is ingenious! (even though I understand less than half of it  :D )

I've always thought that all games can be improved by adding spikes or lava, and this just proves my point!
Title: Re: V6C, a fan-game.
Post by: Isoraķatheð on August 27, 2011, 12:18:32 am
This is ingenious! (even though I understand less than half of it  :D )

I've always thought that all games can be improved by adding spikes or lava, and this just proves my point!

Which bits you don't understand? Try your best to specify a part so that I could improve my wording.
Title: Re: V6C, a fan-game.
Post by: PJBottomz on August 27, 2011, 12:28:51 am
In the first post, you say that if a piece is on a sqaure with spikes, it'll be captured. But in the screenshot, you have spikes right where some pieces will go, and one on the king.

Wouldn't that just end the game? ???
Title: Re: V6C, a fan-game.
Post by: Isoraķatheð on August 27, 2011, 12:46:30 am
In the first post, you say that if a piece is on a sqaure with spikes, it'll be captured. But in the screenshot, you have spikes right where some pieces will go, and one on the king.

Wouldn't that just end the game? ???

Ah, you're right. Continuity error.

Once again, I'm stuck with examples. Let's imagine now, a Rook on a4 with momentum of "one square southwards". There is a spike line at the bottom of a1, but the bottom of b1 is spike-less.


That is how is works. I'll edit the post to reflect that change.

Also, the only reason why I repeated the text is because there's no "colspan" property on the [::td::] BBCode tag. Also there is no [th] tag I think?

EDIT: aaaa it parsed the [::td::] tag. I thought BBCode was supposed to prevent that?
Title: Re: V6C, a fan-game.
Post by: PJBottomz on August 27, 2011, 01:25:53 am
Uh... Yeah. Sure. ;D (Has no clue what the hell you just said)
Title: Re: V6C, a fan-game.
Post by: Sendy on August 27, 2011, 03:43:39 pm
So basically spikes are safe, unless momentum pushes you into them?
Title: Re: V6C, a fan-game.
Post by: Isoraķatheð on August 29, 2011, 06:22:14 am
Yes. That's right.

Now, I'm thinking about the pieces. In the meantime I'm making a small presentation about the spike/momentum mechanic.
Title: Re: V6C, a fan-game.
Post by: Isoraķatheð on August 30, 2011, 10:22:08 am
Pieces: 1: The King

The King has a jetpack. He does not have momentum, vertical or otherwise.

The King has a jetpack. He moves one square in any direction, orthogonal or diagonal.

The King has a jetpack. He is the only one who can float in midair.

One of the Rooks made the jetpack. The bearing of this fact of the game is up to the player, and will be dealt with in the Rook section.\

The King starts on g1 and g12.

(He's very braggish about the jetpack.)

Anyway, the only reason why I gave the King a way to cheat the gravity-flipping system is because the game gets confusing otherwise.

The lack of momentum of the King is also useful for stopping other pieces from falling too much, e.g. into spikes.
Title: Re: V6C, a fan-game.
Post by: Isoraķatheð on September 04, 2011, 12:24:22 pm
Pieces: 2: The Rook

(http://img824.imageshack.us/img824/6370/rookg.png)

The Rook may move any number of squares horizontally without momentum, or any number of squares vertically with momentum.
Title: Re: V6C, a fan-game.
Post by: Isoraķatheð on September 08, 2011, 10:26:16 am
Hey guys, I made the complete starting array. I decided to keep it simple, so no scary new piece types to remember.

(http://img36.imageshack.us/img36/7560/array.png)
Title: Re: V6C, a fan-game.
Post by: PJBottomz on September 08, 2011, 07:27:00 pm
What's with the six knights on each side? :o
Title: Re: V6C, a fan-game.
Post by: The Brass on September 08, 2011, 10:09:19 pm
They're knightrooks and knightbishops, fusions of two classic units, like the Queen is a fusion of rook and bishop.
Title: Re: V6C, a fan-game.
Post by: PJBottomz on September 08, 2011, 10:22:06 pm
What happened to the whole "no new pieces" thing?
Title: Re: V6C, a fan-game.
Post by: Isoraķatheð on September 10, 2011, 02:22:36 pm
I don't usually count the missing compounds (RN, BN, QN) as new, as they are used over and over in fairy chesses anyway. They are also relatively easy to pick up to one who is used to FIDE Chess (if I remember correctly, if you replace White's Queen with a RN then it is the "Introduction to Fairy Chess" Chess).

I admit that it does sound a bit cheaty and such.

More pressing are the Pawns, which are replaced with Spearmen (the shield and spear graphic). Because of the nature of the boards, FIDE Pawns get a very short stick: their momentum can very easily carry them to the edge of the board or into spikes. Thus this piece has to be introduced. I presume it's still difficult to rescue spearmen from their inevitable death at spikes, but I'll test them out later on.

Spearmen move one square in the direction they point in. They can either point straight ahead, or they can point to either side of that square:

\----a--------b--------c----
3
·
°
·
2
Sf
1

\----a--------b--------c----
3
°
·
·
2
Sl
1

\----a--------b--------c----
3
·
·
°
2
Sr
1

They both move and capture in that direction. At the beginning, they all point straight ahead.

Spearmen can change their direction any time they like, without costing a move. They can do it before or after they move.

They promote on entering the last rank.
Title: Re: V6C, a fan-game.
Post by: Isoraķatheð on September 16, 2011, 10:54:18 am
Okay, so I'm about to begin a sample game for you to see what's going on. I'm making the board (just the spikes and holes; I have got a general-purpose board) and the pieces (just the Spearmen, because I already had the Chancellor, Archbishop and the FIDE pieces.)

I'm going to use the beginning board.

I will notate the game in Algerbraic notation (Ce6, Rxb6, you know those things) and they will be in list format.