Inspiration
This game was inspired by roguelites, like Balatro and Dead Cells. These games have an endless amount of replayability, with upgrades that help create unique and memorable gameplay experiences. We wanted to see how enjoyable you could make even simple concepts and so endeavoured to see if we could incorporate it into chess.
What it does
The game starts simple, simpler than normal chess. You have a few pieces and there is no checkmate, you win by eliminating all other enemy pieces. Win, and you gain a new power. You could gain a Boost of Speed, extending your range. You can get an OmniSlash, which extends your capture power. You can gain upgrades for different pieces, and create a variety of builds?
How we built it
We used a variety of technologies. HTML, CSS, JS made up the frontend, and Java made the backend. Th e project also uses Maven and Spring Boot.
Challenges we ran into
In order to have our project run consistently across all of our machines, we utilised Docker. None of us had really used Docker. Docker used us. :( We spent a significant amount of time wrangling with the Dockerfile, trying to get the package to work, but it eventually was cracked.
Accomplishments that we're proud of
Managing to implement the LLM as the enemy in our program! It outputs a structured format that our program can then read and implement power-ups if possible.
What we learned
How to implement LLMs into a project, and how to organise as a team.
What's next for Chess Dungeon
This is definitely a promising project that we cfeel could be polished up into something more significant!
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