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Admin (Admin)
Posted on Saturday, July 22, 2000 - 5:07 am:   

Is there a feature missing from Zillions that you'd like to see introduced? We'd love to hear from you. Your comments are instrumental as we constantly strive to improve Zillions of Games. Let your voice be heard and tell us what you think!
Roger J Cooper (Rogercooper)
Posted on Saturday, July 29, 2000 - 12:32 pm:   

The feature I would like to most see in Zillions is arithmetic. For example, if I wanted to implement a simple wargame,I would need to be able to add up the combat values of the attacking and defending pieces and make a comparison.
don green (Octimon)
Posted on Sunday, July 30, 2000 - 3:33 am:   

1. I'd like to second Roger's call for arithmetic.

2. Ability to mark pieces more flexibly (e.g., during turns)

3. Ability to stack pieces (self-serving, I know) in a single square.

4. Capacity to check for continguity or the existence of a path (so that one could program games like hex, twixt, quoridor, etc. more easily).

All this, of course, embroidery on what remains an amazing program.

Don
Roger J Cooper (Rogercooper)
Posted on Sunday, July 30, 2000 - 11:45 am:   

Another useful feature would be the ability to override the piece valuations used by Zillions. They are usually quite good, but on occasion can be really off. For example, in the Tafl-type games, Zillions overvalues the pieces of the escaping player, distorting play. Overriding the values could also improving chess-play by giving bonuses for safer king-positions.
Roger J Cooper (Rogercooper)
Posted on Monday, August 07, 2000 - 8:54 am:   

Eliminating case-sensitivity for the keywords would be nice. Most programmers put keywords in CAPS, not lower case.
Tim O'Lena (Hexchess)
Posted on Friday, August 11, 2000 - 8:44 pm:   

I suggest having the ability to display boards that use wrap-around in a tiling mode. A good example is at

http://thames.northnet.org/weeks/TorusGames/html/Chess.html
don green (Octimon)
Posted on Saturday, August 12, 2000 - 10:53 am:   

One other feature that would be useful is a more flexible time counter. I like to play test games by letting them think an hour or day at a time, but presently, it's 3 minutes or forever...Don
Roger J Cooper (Rogercooper)
Posted on Saturday, August 12, 2000 - 10:44 pm:   

An explicit turn# counter would be useful (although this can be simulated).
Marc LeBlanc (Mahk)
Posted on Sunday, September 03, 2000 - 9:22 am:   

A few feature ideas:

1) Faster move undo/redo. The current undo/redo implementation
appears to grow in time with the move number, at least in Shogi.

2) Debugging tools: The ability to "single-step" through move
generation, and also to see hidden game state (e.g. attributes)

3) On that note, a way to present piece attributes to the user. For
example, maybe (attribute-text never-moved? "Has not yet moved.")
would cause the text "Has not yet moved." to appear on the status line
for the piece.

4) Primitives for giving hints to the AI. Including:
a) biasing the values of pieces. (Roger mentioned this already)
(e.g. "(piece (name Queen) (strategic-value 100) ... )" or
"(moves (n (set-strategic-value 1) add))" )
b) biasing the values of individual moves.
c) possibly some way of telling the AI that two moves are
equivalent.
(For example, in a scrabble-like game, it might be nice to give
the player "moves" that let him re-arrange the tiles on his
rack, but you wouldn't want the AI to bother redundantly
searching every possible sorting of his tiles. )

5) Primitives to describe the "user interface" for a move. For
example, imagine a chess piece that can capture any piece in the
same row without moving. You'd like the user interface to be able
to specify that move by dragging and dropping the capturer on the
capturee, but this might require special implementation contortions
when implementing the move.
Malcolm Maynard (Daviim)
Posted on Thursday, June 19, 2003 - 12:10 pm:   

There's three things I'd like to see in Zillions myself:
1. Math: Just basic math functions, including boolean evaluations. This would greatly simplify things like tallying scores in a game.
2. Comments: The ablility to embed comments within the moves of a ZSG file. I use Zillions to record [my] correspondence games as well as notable example games from literature and all that fun stuff. For such ZSG files, it would be nice to have comments as part of the file, rather than having to rely on TXT files that have to be viewed seperately for commentary.
3. Auto Reply: To view whole games of note, it would be nice if Zillions had an auto replay function where Zillions would run a saved game through from start to finish at a variable animation speed. Rather than have to push a button for each single move...


~*~ Daviim ~*~
daviim@yahoo.ca
ralph james moore (Teren1)
New member
Username: Teren1

Post Number: 1
Registered: 5-2007
Posted on Sunday, May 13, 2007 - 6:00 pm:   

I'd like to see a game board similar to the one on InstantChess.com if that's possible. I don't like 3d, too hard to see some pieces. And please add sounds, like InstantChess.com has.
Tim O'Lena (Hexchess)
New member
Username: Hexchess

Post Number: 2
Registered: 8-2000
Posted on Friday, September 13, 2013 - 1:22 am:   

1. The ability to set piece values (instead of letting Zillions determine relative piece values).

2. The ability to change piece values given certain circumstances. For example, in McCooey Hexchess, a Bishop's value depends on how many friendly Bishops remain.

3. In three player Chess variants, I'd like the option of forbidding the third player from interfering with Check between the other two players.

4. (bug?) I wrote a three player Chess game and Zillions does not handle Checks correctly.
Jose Carrillo (J_carrillo_vii)
New member
Username: J_carrillo_vii

Post Number: 16
Registered: 5-2008
Posted on Saturday, January 17, 2015 - 5:42 pm:   

An enable/disable parameter for the Repetition goal, to ignore off-board/dummy positions.

With a counter built and based on dummy positions, two positions will never be identical if the dummy positions are considered by Repetition, which renders it useless as a game ending condition, if we use counting/changing dummy boards.

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