| Author |
Message |
Dr. Frank Seyl (Kelderek)
| | Posted on Friday, August 04, 2000 - 8:31 am: | |
In "Ayanu" a piece consists of a base and a head: - The height of the base determines, how far the piece may move. - Its type of head determines the way of moving. After each move the head of the moved piece is exchanged with one of a different type. How can this be inplemented in a ZRF? |
Patrick S. Duff (Pduff)
| | Posted on Tuesday, August 08, 2000 - 1:55 am: | |
I'm not sure how to do this either. I want to program a game called Focus (later marketed under the name Domination), where you have an 8x8 board with stacked checkers in the spaces. There are four colors of checkers in stacks 1 to 5 high. I think I could get it working with a three-dimensional grid of dummy positions, with the third dimension being the five levels of stacked checkers. The problem is how to display the stacked pieces on the playing board. I'd have to make 4x4x4x4x4 different piece graphics! In your case, assuming an NxN board, you could use a dummy NxN board for the heads and a dummy NxN board for bases. All the Zillions move logic would manipulate the pieces on these two boards, then display the results on a third (visible to the player) NxN board, selecting the correct piece from an image collection showing all of the possible combinations of a head and a base. It sounds like an interesting game. Is it your invention? Is there a URL or book reference I could look up? |
Roger J Cooper (Rogercooper)
| | Posted on Tuesday, August 08, 2000 - 5:16 am: | |
Assuming that the number of heads and bases is reasonable you could define each combination as a piece. Then for each pair of combinations, you could define an exchange heads move (promotion-like). You should note that Zillions would play this game poorly, as it does with most double-move games. |
Eugene Yakovlev (Eugeneyakovlev)
| | Posted on Tuesday, August 16, 2005 - 1:49 am: | |
Hello I want to make Zillion game for Russian Chess. This game has a feature that when any piece captures another one that capturing piece stand above captured piece so there can be a tower composed from few pieces standing one on another. Number of all possible towers variants is too huge so I have no idea how to realize it. Can you help me? |
L. Lynn Smith (Interrupt27)
| | Posted on Wednesday, August 17, 2005 - 3:52 am: | |
Eugene, I'm not exactly familiar with this form of Chess. Although I've heard of Russian Chess. Is this a form of absorption Chess? What is the maximum number of piece-types and the maximum number of pieces in a stack(or tower)? And will there be duplicates of a piece-type in a stack? If these numbers are reasonable, it may be possible to work up a ZRF. |
Eugene Yakovlev (Eugeneyakovlev)
| | Posted on Thursday, August 18, 2005 - 1:59 am: | |
Sorry but I don't know what do you mean about absorption chess. Russian chess Tavreli have a feature that pieces do not kill enemys' pieces but stand above them as a tower so enemy can later release his own pieces buy capturing this tower. Towers can be created using our own pieces. So this game is much more dynamic, difficult and interesting than normal chess. If you need I can translate and send you rules description. Maximum piece types is 32 but possible number in a tower is 63 and number of variants of tower is too big - 63X63. So I'm afraid that ZRF is not suitable for Tavreli. |
L. Lynn Smith (Interrupt27)
| | Posted on Thursday, August 18, 2005 - 9:31 pm: | |
Feel free to send the rules. You don't really need to translate them. If I have a problem with a phrase or two, I can always bother you. :-) But from your brief description I would have to admit that a ZRF appears impossible. Yet let me muse about it after I've read the rules. |
Phillip Mackelvey (Macks2008)
New member Username: Macks2008
Post Number: 1 Registered: 10-2010
| | Posted on Thursday, October 28, 2010 - 5:20 pm: | |
@Patrick S. Duff Im glad you posted because i was thinking the same programing idea when apparently its actually yours since it was your idea 10 years ago (why is this forum so... um... dead?) |
Phillip Mackelvey (Macks2008)
New member Username: Macks2008
Post Number: 2 Registered: 10-2010
| | Posted on Thursday, October 28, 2010 - 5:22 pm: | |
maybe i shouldn't bump such old threads even if there aren't many newer ones? |
Greg Schmidt (Gschmidt2)
New member Username: Gschmidt2
Post Number: 126 Registered: 1-2007
| | Posted on Sunday, November 28, 2010 - 1:19 pm: | |
Hi, I think the way it's commonly done is to have a single aggregate piece for each possible component piece. For example if a "piece" has 3 head types, two body types, and 4 tail types, then you would represent it using 3x2x4 (24) distinct piece types. It works well as long as the number of possibilites doesn't "explode". |