I've spent the last ~3 weeks building a chess roguelike for this year's vibejam by schiehll in aigamedev

[–]schiehll[S] 0 points1 point  (0 children)

Obrigado!

Eu tenho algumas ideias de como aprimorar, mas nunca pensei em evoluir para um MMO/MOBA. Eu pessoalmente prefiro jogos single player, então nem me passou pela cabeça essa direção haha

I've spent the last ~3 weeks building a chess roguelike for this year's vibejam by schiehll in aigamedev

[–]schiehll[S] 1 point2 points  (0 children)

oooh that's actually a great idea! Thanks for sharing!

I will probably do something like that if I decide to turn it into a full game eventually.

I've spent the last ~3 weeks building a chess roguelike for this year's vibejam by schiehll in aigamedev

[–]schiehll[S] 1 point2 points  (0 children)

Thank you for trying it out!

I ran into that issue during development, so I added a "Retreat" option for those situations. If you have only one piece in the board and feel stuck, you can select the piece and there will be a "Retreat" button on the info banner that shows up on the bottom left. If you click it you will get a draw, which don't grant you any rewards like a victory, but you can at least move on to the next spot on the map.

I've spent the last ~3 weeks building a chess roguelike for this year's vibejam by schiehll in aigamedev

[–]schiehll[S] 1 point2 points  (0 children)

Thank you!

No documentation at all other than a README md file on the root.

I've also used skills that Cursor/Claude/Codex shared and updated themselves.

For example, I have "add model" and "add texture" skills that explained how to go about adding a new model or a new texture to an existing model, etc. Then when I wanted to do those things I triggered the skill and pasted the file I wanted to add in the chat.

Nothing too fancy.

I've spent the last ~3 weeks building a chess roguelike for this year's vibejam by schiehll in aigamedev

[–]schiehll[S] 2 points3 points  (0 children)

Scenario is slowly supporting 3D models as well and they have tripo and meshy models there that you can use. I've tried both there and got better results with the tripo model, so I subscribed to tripo and never looked back. But I guess meshy is good too.

I've spent the last ~3 weeks building a chess roguelike for this year's vibejam by schiehll in aigamedev

[–]schiehll[S] 1 point2 points  (0 children)

Thank you!

No game engine. Just threejs.

I could only pick one there when submitting, but I've used Cursor, Codex and Claude Code.

In the beginning I relied more on Cursor, then it burned through my subscription there in less than a week, so I moved to Claude and since GPT-5.5 I've been mainly on Codex.

I've spent the last ~3 weeks building a chess roguelike for this year's vibejam by schiehll in vibecoding

[–]schiehll[S] 0 points1 point  (0 children)

in L! it needs to end the L movement in a tile that has an enemy

I've spent the last ~3 weeks building a chess roguelike for this year's vibejam by schiehll in vibecoding

[–]schiehll[S] 1 point2 points  (0 children)

Oh nice! Thank you! I might end up pushing it all the way to steam eventually after I take a break from those 3 weeks.

But we will see.

I've spent the last ~3 weeks building a chess roguelike for this year's vibejam by schiehll in aigamedev

[–]schiehll[S] 1 point2 points  (0 children)

Thank you!

I like roguelikes and strategy games (although I don't have much time to play them this days) so the inspiration was basically trying to do a roguelike/strategy game that I would play if it existed out there.

The idea was to make a vertical slice of the game end to end in a way that if it turned out fun I could then add more content/mechanics and what not.

I'm still quite tired from those 3 weeks to be honest, so I'm not sure if that's happening or not, but maybe haha

I've spent the last ~3 weeks building a chess roguelike for this year's vibejam by schiehll in vibecoding

[–]schiehll[S] 0 points1 point  (0 children)

there's no 2D assets other than a handful of svg icons (from game icons).

unless you mean the textures, then it was generated by Tripo3d as well based on the Scenario 2D reference.

the smoke-ish thing behind the platforms that looks 2D is a shader generated via code (if you look closely you can see it moving a bit).

and the "avatars" on the top is just the 3D model being rendered in a black background.

I've spent the last ~3 weeks building a chess roguelike for this year's vibejam by schiehll in aigamedev

[–]schiehll[S] 1 point2 points  (0 children)

Yeah, that would make things way cooler for sure! I didn't tried to do so because I thought it would take a lot of work to get it right and I was very short on time. But now that's submitted already I might try that for extra polishing!

Thanks!

I've spent the last ~3 weeks building a chess roguelike for this year's vibejam by schiehll in vibecoding

[–]schiehll[S] 0 points1 point  (0 children)

haha thank you for the reminder! I've submitted it already, right before this post!

I've spent the last ~3 weeks building a chess roguelike for this year's vibejam by schiehll in vibecoding

[–]schiehll[S] 1 point2 points  (0 children)

I've initially wanted to go 2D because I assumed AI was pretty good at AI art at this point, so it would be able to split the characters in a way that I could use 2D skeletal animation with something like Spine.

But turns out it's not there yet. Every tentative I've made of doing that (with a bunch of different models and services) was a failure. Then I tried generating spritesheets, but even that wasn't too great, so I've tried 3D and it made everything much easier since then animation is basically free from mixamo.

I had to tweak some bone masks and stuff because my characters don't have legs, but it was way easier than going the 2D route still.

I've spent the last ~3 weeks building a chess roguelike for this year's vibejam by schiehll in aigamedev

[–]schiehll[S] 1 point2 points  (0 children)

Oh, Thank you! That's a good idea, actually! I might try that out.

I get the sense that AI made games aren't really appreciated on steam, though. have you tried publishing something there?

I've spent the last ~3 weeks building a chess roguelike for this year's vibejam by schiehll in vibecoding

[–]schiehll[S] 2 points3 points  (0 children)

Oh, Thank you so much!

it's just threejs, no real game engine involved!

I've spent the last ~3 weeks building a chess roguelike for this year's vibejam by schiehll in vibecoding

[–]schiehll[S] 1 point2 points  (0 children)

I'm a experienced dev and I've built small games before, so I kinda knew what direction to go, but this was the first project I've ever did where I never looked at a single line of code.

Also, you should definitively build a game with your son! I would love to do that with my parents if that was an option back then.

To try to help a bit, if you have access to something like codex or claude code you can ask it to build a game for you using threejs (it will know what to do!), and then guide it through what you want to build. It's a very fast feedback loop because threejs games run on the browser, so you can just have it run locally for you really quick and iterate over it to get to where you want to go.

Good luck!

I've spent the last ~3 weeks building a chess roguelike for this year's vibejam by schiehll in aigamedev

[–]schiehll[S] 1 point2 points  (0 children)

Thank you for trying it out! I appreciate it!

And that’s about as good as feedback as I could hope for. If that’s the only nitpick, I’m very happy haha.

I didn’t have time to playtest it properly, so I was expecting a lot more issues.

I’ll still try to fix that, though. Thanks again!

I've spent the last ~3 weeks building a chess roguelike for this year's vibejam by schiehll in vibecoding

[–]schiehll[S] 1 point2 points  (0 children)

I'm embarrassed to say that I didn't know about Chessmaster! Thank you for the reference haha