Fix the bug where returning from the menu doesn’t work anymore
TRIED THIS AND I THINK ADDED INFORMATION IS JUST A DISTRACTION Add interim step where clicking a game opens a description which then lets you play the game OR have the information text appear below the game title once play begins (might be nicer)
General
FUCK IT Consider availability of PGN, but probably don’t bother with it (who would care, how would it help?)
How to indicate end-game situations? Some kind of overlay?
Make unmovable pieces shake rather than highlight
Investigate castling (make illegal in games where it can’t work)
Add a highlight (border?) to show whose turn it is (and don’t highlight during no input, should help usability a lot)
Reduce delay for no move message as it’s annoyingly slow now (or allow play while it displays)
Check all turn indicators
Make the turn indicator swap time be a no-input time for the player
Wondering if most/all of the weird bugs are to do with bad input handling which I might have fixed?
MAD
What happens when you capture with the king? I guess it gets removed and you lose immediately? Makes sense. Special case though.
Handle standard checkmate and stalemate
GRAVITY
Fix the unrotation
Fix the gross animation (animate each piece one by one?)
Handle standard checkmate and stalemate
MAYBE FIXED VIA INPUT Definite concerns about sometimes random behaviours (wondering if they’re triggered by click during animation?)
SLOTS
Issues around trying to play a piece that can’t move once it has changed (presumably you should just sacrifice your turn in that instance, maybe shake the piece and then swap turn?)
Animate piece randomization right? Like a slot machine? Or even just flicker the piece a few times actually, that would be fine.
Issues around playing a piece that then cannot protect the king in a necessary moment (making check without an available king move very powerful since you can’t guarantee that a piece can protect him or capture the attacker) - but you have to wait until AFTER the piece is generated to know whether checkmate can be averted! Heh.
Handle standard checkmate and stalemate
Handle issue of “deselecting” a piece
Handle issue of castling with a non-rook!
MAYBE FIXED VIA INPUT? Shitty bugs?
Not detecting checkmate when side gets a piece that can capture the king (prior to moving it)
EVERYONE
What happens if a pawn is generated on the top rank (convert to a queen I suppose)
Consider generating with the probabilities of chess?
Checkmate etc.
MOMENTUM
Should the king slide? I mean… yes (but note that it could slide into checkmate)
Handle standard checkmate and stalemate
Make castling do what it should (both pieces should slide in that case!)
MAYBE FIXED VIA INPUT? Definitely saw some kind of bug with a pawn resurrecting after a move, unsure how to recreate right now (maybe loading invalid fen? Don’t think so though… setting a weird position? Hmm.)
MAYBE FIXED VIA INPUT? Also just saw a king move instead of a bishop
YUP Queening when a pawn slides to the final rank???
CLONES
Checkmate etc.
QUANTUM
Checkmate etc.
Need to check at squareClicked that the piece can make at least one legal move before proceeding - maybe I already do that? I do, but I should highlight the quantum set even in that special case (e.g. I should highlight all moves not just legal, providing there’s at least one legal move - this may apply in other situations in terms of showing available moves on squareClicked - e.g. gravity? Oh wait I see I can do it by overriding getMoves instead I’ll do that)
MAYBE FIXED VIA INPUT? Saw a bug with a random-ass piece appearing on the board in the checkmate test case
EVERYONE
IT’S JUST CHESS WITH A SHIT TON OF PIECES Checkmate etc.
Mirror
You guessed it: weird cases around check and checkmate and king captures
Handle standard checkmate and stalemate
Graves
Just the piece lying on its side to indicate it’s dead, but it stays there
C team??? Double agent?
A version where captures are ‘attacks’ that turn the other piece grey so that it can then be controlled by either side, pretty complex idea though (to communicate, not to understand)
Swaps
Eliminate moves that would place you in checkmate through swapping?
(Allow moves that wouldn’t actually put you in check through swapping? i.e. need to think about how swaps change the definition of a legal move? For instance it seems like capturing a checking piece is a legal move, but it can easily just leave you still in check)