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fog-of-chess's Introduction

Fog Of Chess

A prototypical chess game where the fog of war is thick. You must be careful how you advance and be sure to gain as much sight as possible. Information is power.

Written in Rust using ggez.

git clone https://github.com/jackmordaunt/fog-of-chess
cd fog-of-chess
cargo run --release

fog of chess

Features

  • Single unit movement.
  • Basic line of sight based on move-set and adjacent positions.
  • Compound movements such as the castle move.
  • Win condtions (currently player-enforced), check and check-mate.
    • Win screen with player, button to restart.
  • Networked multiplayer.
  • Fog Toggle.
  • HUD (display current player turn, timer, menu to change game states).

Backlog

  • Auto-center pieces.

fog-of-chess's People

Contributors

jackmordaunt avatar nazariglez avatar

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fog-of-chess's Issues

regarding king's vision when there is a CHECK happening

though the implementation of every piece being that they can only see where they can move to is fine (excellent idea), but the king though can't move beyond one block in every direction, he has to see who is calling check on him?

[game mode/experimental art/speculative history research to try] Testing the Robustness of Asymmetric Transparency: Use the game as a tool for investigating the resilience of a radically transparent society against non-transparent adversaries

There's a hypothesis that as cameras (and batteries, and drones) cheapen, liberal democracies may want, need, or be unable to avoid adopting unprecedented levels of transparency in government, defense and industry. The civic benefits of transparency are obvious, the drawbacks are subtle, and stopping it will only become more politically difficult over time.

It's conceivable that a state in this condition will essentially be unable to keep secrets, even (or especially) for military matters, making it vulnerable to non-transparent adversaries.

If radical transparency is to grow from the US, a transparent society would start with a wealth advantage, and it is likely that the advantage would only grow over time due to the economic benefits of transparency (it aids the spread of information, it speeds discovery, it cuts out middlemen, it cuts down intracompany siloing).

This gives us an actually interesting game scenario: One player has a significant piece advantage over the other, but they can't see all of the opponent's pieces, and the opponent can see all of theirs.

I've been wanting to try a chess variant that simulates this, for a bit, to maybe begin to develop a sense of the tactical cost of transparency. So it's cool to see you're basically developing the tech. I hope that I've been able to convince you that this question of who would win in a war between a helplessly transparent state and opaque state is a materially interesting enough to try it out as a game mode.

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