#Chess but with Honkai Star Rail's turn system
1 messages ยท Page 1 of 1 (latest)
Would be interesting to experiment with pieces giving other pieces within it's line of sight buffs as long as it stays in that line of sight
"Applies a 50% defence increase to any ally units within it's line of sight" or something like that
For efficiently altering and displaying the state of each slot.
oh nah. the code was really speedrunned. this was made in like 3 days just to see if it was interesting or not
Nice, I sugget you to see Bitboard Programming:
https://en.wikipedia.org/wiki/Bitboard
A bitboard is a specialized bit array data structure commonly used in computer systems that play board games, where each bit corresponds to a game board space or piece. This allows parallel bitwise operations to set or query the game state, or determine moves or plays in the game.
A bitboard is a specialized bit array data structure commonly used in computer systems that play board games, where each bit corresponds to a game board space or piece. This allows parallel bitwise operations to set or query the game state, or determine moves or plays in the game.
Bits in the same bitboard relate to each other by the rules of th...
your welcome ๐ฅน
I've manage to find some time to refine this old idea of mine since I've been thinking about it a lot lately.
It's still a little confusing to watch but I hope for those who've played chess before it's not too difficult to understand.
Here the red bois move like knights,
orange bois move like bishops
green bois move like rooks.
The green bois have an ability that if an ally within its line of sight(the same path as its movement) gets hurt, it heals that ally. Basically leveraging that concept of staring down your own pieces in chess to "gaurd it"
Also I'm not sure what to do for the UI so I've copied Super Auto Pets but it will not stay like this ๐
You can see the ability get triggered when the little yellow warning sign pops up next to the unit
In chess, rooks that are connected are often a deadly force to be reckoned with. Here, I brought a similar concept of that by making them heal their allies when they take damage. So 2 of them in the LOS of each other can keep healing each other. Still a difficult force to overthrow when connected yet still quite defenseless when on their own
Testing out some models, animations and special camera settings whenever you trigger a unit's special passive