( speed up version )
Idiocracied chess, with health, guns, obstacles, boom and stuff
sound assisted by Wambutz
Instructions for running in IntelliJ:
- Click on Gradle on the right hand sidebar
- Gradle -> desktop -> Tasks -> others -> run
Game Assets in the folder /assets
core game-building:
/core/src/com.boomchess.game/BoomChess.java
- create method for menuStart and gameCreation
- render method for gameLoop
configuration for desktop-specific rendering:
/desktop/src/com.boomchess.game/DesktopLauncher.java
libGDX will be used as a general framework, providing a low-end basis for smooth game programming with a core costumizable canvas game class Gradle will be used to easily work with libraries (dependencies) and for smooth game starts.
Board Size: 9x8
Starting Menu Layout:
Boom-Chess
- Tutorial
- Start a 2-player-game
- Start a game against a bot
- Options
- Credits
- EXIT
Quick intro: The game will be modernized using a different approach to chess. Each piece is a new piece resembling it only slightly in the way it can move. The King will be a General. The Towers will be tanks. The Pawns Infantry. The Runners will be Dogs. The Horses will be Helicopters. The Queen will be a Commando.
The whole board will be 9x8. Each piece has a healtvalue and a damagevalue that is randomised and subject to dis- and advantages
At the end of each chess-like turn, the current players pieces will all attack anyone they can.
Damage is scaled by the health of the piece. The less health the piece has, the less it will deal damage. Its in the format of if ( current health / standard health ) < 0.5 -> damage * 0.75
A Pieces Damage to an enemy is lowered by a fraction of 0.05 per Enemy surrounding it
A Piece gets a damage boost by per number of surrounding friend 0.1
General(King) / health: int: 50 / damage: 5-10
The most critical piece on the board. It can move one square in any direction (horizontally, vertically, or diagonally). if killed team loses takes only half the possible damage
Commando(Queen)n / health: int: 50 / damage: 10-30 / advantages: +10 to attacking tanks
The most powerful piece. It can move horizontally, vertically, diagonally, and in any direction for any number of squares. on a randomized 1-5 scale, he takes (/5)*100 percent less damage
Tank(Rook) / health: int: 60 / damage: 10-20 / advantages: +5 to attacking infantry / disadvantages: deals -5 to wardogs
These are often represented as towers. They can move horizontally or vertically for any number of squares. high health. hard on other armour. easily killed by helicopters. acts like towers
War Dogs(Bishop) / health: int: 40 / damage: 5-20 / advantages: +5 to attacking infantry
They move diagonally for any number of squares. is the end of faith for all infantry. easy target for helicopters the war dogs fear them because they go broom.
Helicopter(Knight)/ health: int : 50 / damage: 10-20 / advantages: +5 to attacking tanks
Knights move in an L-shape: two squares in one direction (either horizontally or vertically) and then one square in a perpendicular direction. Knights can jump over other pieces. High movement. doesn't care about obstacles. high effectiveness against armour.
Infantry(Pawn) / health: int: 40 / damage: 5-20 / advantages: +5 to attacking helicopters / disadvantages: -5 to tank
Pawns move forward one square but capture diagonally. On their first move, they have the option to move forward two squares. When a pawn reaches the opponent's back rank, it can be promoted to any other piece (typically a queen). the simple pawn Has a bonus on attacking helicopters. an easy target for war dogs.
Artillery / damage 5-10
Artillery can move in any direction one tile. It can hit targets 2 tiles away
main-menu title: Victory Sound by Lesiakower https://pixabay.com/music/video-games-victory-screen-150573/
"Boom Sound" from "https://pixabay.com/sound-effects/vine-boom-162668/" at date: 11.10.23
Background-Music ingame:
"Retro Wave" from "https://pixabay.com/sound-effects/retro-wave-melodie-128-bpm-8970/" at date: 11.10.23
"epic-battle" by Lesiakower https://pixabay.com/music/video-games-epic-battle-153400/
r and r, outside the colloseum https://bit-by-bit-sound.itch.io/16-bit-starter-pack
safe zone https://hzsmith.itch.io/vol2
downfall, thought soup, total dissonance, stray cat, coffee break, tonal resonance https://garoslaw.itch.io/monolith-ost
https://pixabay.com/sound-effects/autocannon-20mm-143113/
https://pixabay.com/sound-effects/sniper-rifle-129927/
https://pixabay.com/sound-effects/helicopter-rotor-loop-105796/
https://pixabay.com/sound-effects/cannonball-89596/
https://pixabay.com/sound-effects/dog-barking-6296/
https://pixabay.com/sound-effects/desert-eagle-gunshot-14622/
https://pixabay.com/sound-effects/driving-tank-engine-88503/
gameStage-Explanation:
the game Stage will be created by initializing the gameBoard. This gameBoard will hold the Soldiers. The gameStage will create the gameBoard by looping through it and creating the Overlay-GameBoard depending on what Soldiers are on what tile. Each tile has a Listener on it that activated if the Widget is dragged - during dragging, its possible moves from its current Drag-Start location get calculated and overlaid above the gameBoard-Stage. It ends when a click occurs.
Sources for Pictures:
the background has been created by Marty Lauterbach (mklemmingen) using LibreSprite All Characters have been created by Marty Lauterbach (mklemmingen) using LibreSprite
Sources for tilesets:
https://schwarnhild.itch.io/basic-tileset-and-asset-pack-32x32-pixels (Royalty free as of 11.10.23)
source for hitmarker
Tutorial and Wiki Sources:
For Scene2D https://www.youtube.com/watch?v=YbeDMmajH9s
For General libGDX and starter Project https://libgdx.com/wiki/
For Usage of Tiled for tmx map and tileset conversion: https://www.youtube.com/watch?v=N6xqCwblyiw
source skins for Scene2DUI https://github.com/czyzby/gdx-skins//master/flat https://github.com/czyzby/gdx-skins/tree/master/commodore64
source for animation (Sprite Sheets) Explosion https://www.seekpng.com/idown/u2q8t4i1o0t4a9u2_drawn-explosions-sprite-explosion-sprite-sheet-doom/
Documentation:
OLD-Schematics for the Program
Creation of the Background in LibreSprite https://github.com/LibreSprite/LibreSprite
creating better PixelArt Icons for the Soldier Pieces using bings AI creation powered by Dall-E 3
Creation of mixed Icons for making the Pieces more diverse in their type USING inkscape https://inkscape.org
GameBoard Debugging in IntelliJ IDE Community Edition
Creation of the Boom Logo pixel by pixel in LibreSprite https://github.com/LibreSprite/LibreSprite
Creation of the Move Logo pixel by pixel in LibreSprite https://github.com/LibreSprite/LibreSprite
Creation of the Schematics USING inkscape https://inkscape.org
Creation of the underlying .tmx tiled map using TILED https://www.mapeditor.org/
Using Inkscape for refining Icons
// sources for the sounds used for the pieces
all sounds were converted and cut with audacity to make them smaller, compact and theme fitting
https://freesound.org/people/TobiasKosmos/sounds/163277/
https://freesound.org/people/nuncaconoci/sounds/487535/
https://freesound.org/people/EminYILDIRIM/sounds/547369/
https://freesound.org/people/praesius/sounds/107190/
https://freesound.org/people/D001447733/sounds/464596/
https://freesound.org/people/8bitmyketison/sounds/699822/
https://freesound.org/people/wesleyextreme_gamer/sounds/574820/
https://freesound.org/people/MTJohnson/sounds/426326/
https://freesound.org/people/Streety/sounds/30245/
https://freesound.org/people/JohnBuhr/sounds/326803/
https://freesound.org/people/JoelAudio/sounds/77611/
https://freesound.org/people/Angrycrazii/sounds/277322/
https://freesound.org/people/CaptainYulef/sounds/638696/
https://freesound.org/people/maugusto_sfx/sounds/468030/
https://freesound.org/people/DrinkingWindGames/sounds/439670/
https://freesound.org/people/Gingerhoney/sounds/655070/
https://freesound.org/people/o_ciz/sounds/475479/
https://freesound.org/people/qubodup/sounds/442827/
https://freesound.org/people/HighPixel/sounds/431174/
https://freesound.org/people/cetsoundcrew/sounds/521321/
https://freesound.org/people/Robinhood76/sounds/253203/
https://freesound.org/people/copyc4t/sounds/222608/
https://freesound.org/people/SonoFxAudio/sounds/649335/
https://freesound.org/people/Alxy/sounds/190469/
https://freesound.org/people/ainst/sounds/442668/
https://freesound.org/people/unikumpu/sounds/609460/
https://freesound.org/people/AntumDeluge/sounds/584326/
https://freesound.org/people/UnderlinedDesigns/sounds/172667/
https://freesound.org/people/Tissman/sounds/444675/
https://freesound.org/people/karisigurd4/sounds/564887/
https://freesound.org/people/qubodup/sounds/442958/
https://freesound.org/people/Willlewis/sounds/244345/
https://freesound.org/people/harpoyume/sounds/86031/
https://freesound.org/people/harpoyume/sounds/86032/
https://freesound.org/people/Rudmer_Rotteveel/sounds/336010/
https://freesound.org/people/EFlexMusic/sounds/387229/
https://freesound.org/people/cydon/sounds/268557/
https://freesound.org/people/unfa/sounds/609588/
https://freesound.org/people/deleted_user_5405837/sounds/399303/
https://freesound.org/people/cabled_mess/sounds/350876/
https://freesound.org/people/SoundDesignForYou/sounds/646672/
https://freesound.org/people/MATRIXXX_/sounds/402767/
https://freesound.org/people/MATRIXXX_/sounds/443258/
https://freesound.org/people/MATRIXXX_/sounds/402067/
https://freesound.org/people/ProjectsU012/sounds/341695/
https://freesound.org/people/MATRIXXX_/sounds/658266/
https://freesound.org/people/MiscPractice/sounds/676958/