ID:78784
 
Keywords: bgc, chess, development
Following suggestions by others, I went back to things I already established and opened up the actual "game" end of the project to accept multiple types of board games, the two in mind so far being chess and checkers. Some things had to be defined a lot wider such as the occupied var on clients now, which serves as the generic "this player is currently participating in a game" flag.

Today was mostly more work on the chatting aspects. The room owner can now assign operators who can do everything he can, sans creating more operators. Essentially, I think the frame of the chatting segments are finished and is just lacking the input control and "say" verb.

The game's verb list is a custom list of buttons, since I wasn't too fond of the redundancy of having a tab of verbs inside the verbs tab. This is what it currently looks like without the operator section:



And hey, lookie what happens when I create a channel:



I think ultimately that's going to look better than a verb list in an info control, though I'm certain it'll cause me much more work later.

I've also managed to create a couple of options panes:





The only thing I'm not particularly happy with here is the fact that checkbox and radio button text is centered, so I can't really line up the labels on those controls nicely.

I've also put the pieces through a pair of colour filters and generated all of the "selected" and "last moved" icon states I need:



All in all, no particularly heavy work today. I'm planning on starting on the actual chess game part tomorrow (or more accurately, whenever I happen to wake up).
Hardcore pawn.
You can check my mate any day, baby. ;)
What's with the red and blue pieces? <_< Those white pieces look black. Or gray.
SpikeNeedle wrote:
What's with the red and blue pieces? <_< Those white pieces look black. Or gray.

The red-hued pieces are for your "currently selected" piece, while the blue are for the opponent's "last moved" piece. I figure it won't create an issue that the red and blue states look similar regardless of their true colour, since each player will only see their own pieces as red and the opponent's pieces as blue.
I'm in favor of having a single set of icons and building the other colors at runtime.

Surely a project of this nature can handle a few icon procedures.
SuperAntx wrote:
I'm in favor of having a single set of icons and building the other colors at runtime.

Surely a project of this nature can handle a few icon procedures.

Likely in a dynamic situation, I'd "preload" the red and blue-hued pieces when the game is initialized and just stash them in a list, so ultimately it really ends up the same in the end (the only difference being if I'd change the piece set in the future). I'll probably end up doing that anyway, as just about everything I've made for this project I've went back and changed already.