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CHESS WITH POWERS
Presented by:-
1. Jasfiq Rahman (Game Development)
2. Aditya Kumar (Web Development)
UNDER THE GUIDANCE OF -
Bindu Agarwalla
CONTENTS
1. Introduction
2. Problem Statement
3. Technology Stack
4. Screenshots
5. System Architecture
6. References
INTRODUCTION
Games have seen a huge growth over the last few years, with more and
more people playing games in their leisure time.
• There are more than 2.7 billion gamers worldwide.
• 48% of gaming studios work on VR/AR games.
• Every day 25 new games are released on Steam.
• The global gaming industry will grow at a CAGR of 12% between
2020- 2025.
• The mobile games industry could be worth $169.7 billion by the end
of 2025.
• Dota 2 players received over $177 million in tournament prizes.
• The main motivation behind this project is to create a web portal
based chess engine with our own set of alternate rules.
• The alternate rules include an economy system fueled by capturing
pieces.
• The economy system facilitates and enables using different powerups.
PROBLEM STATEMENT
• We have to design chess game with different powers. To make the use of multiple
powerups easier and more balanced, we need to create an economy structure.
ENTITIES
• Board: The board is a single entity that represents the physical board on which you
play this game. A board is made out of a grid of cells.
• Player: A person who is actually playing the game correctly.
PIECES
• Pieces and their movements are as follows:
• King: In chess, the king is the most important piece. You lose if your king is killed. It's
also known as checkmate.
• Queen: It can take any number of steps in any direction in a single motion.
• Rook: It can only travel horizontally and vertically, but it can take any number of steps
in a single movement.
• Bishop: It can only travel diagonally, but it can take any number of steps in a single
move.
• Knight: It moves in a L form.
• Pawn: It can take one vertical step forward.
POWERUPS
• Power King: For one turn king can move similar to the queen.
• Rook Wall: Walls are formed along the selected rooks movement lines till the board
boundaries or until another piece is faced. These walls act as barriers and prevent
opponent pieces from moving through them for one turn.
• Bishop Barrier: Barriers are formed around the current player pieces which fall
along the selected bishop movement lines.
• Paid Promotion: The selected pawn can be promoted to any piece other than the
king by paying the required amount.
TECHNOLOGY STACK
GAME
DEVELOPMENT
• Game Engine
Unity
• IDE
Visual Studio
• Language
C#
• Image Editing Software
Krita
WEB
DEVELOPMENT
• Web page structure and layout
HTML
• Styling
CSS
• Page element interactions
JavaScript
• CSS framework for front-end
Bootstrap
SCREENSHOTS
MAIN MENU
GAME SCREEN
GAME SCREEN WITH TASKBAR
GAME OVER SCREEN
POWER KING
BISHOP BARRIER
ROOK WALL
HOME PAGE
TUTORIAL
FEEDBACK PAGE
SYSTEM ARCHITECTURE
BOARD
• BoardManager.cs – Generates all board tiles and updates their states.
GAMEPLAY
 InputManager.cs – Processes and handles input.
 PlayerInputManager.cs – Processes and handles player input.
 EconomyManager.cs – Processes and handles the economy system.
 PowerupManager.cs – Processes and handles the powerup system.
 SceneParamsHolder.cs – Stores values required by the different game systems.
 TurnManager.cs – Manages the ending and changing of player turns.
PIECES
 Data Types
o PieceType.cs – Enum which stores different piece types.
o PlayerType.cs – Enum which stores different player types.
 Piece Logic
o BishopLogic.cs – Handles logic for Bishop’s movement rules.
o KingLogic.cs – Handles logic for King’s movement rules.
o PawnLogic.cs – Handles logic for Pawn’s movement rules.
o QueenLogic.cs – Handles logic for Queen’s movement rules.
o RookLogic.cs – Handles logic for Rook’s movement rules.
 Powerup
o BishopPowerup.cs – Handles logic for Bishop’s powerup rules.
o KingPowerup.cs – Handles logic for King’s powerup rules.
o RookPowerup.cs – Handles logic for Rook’s powerup rules.
PIECES
 PowerupBehaviour.cs – Base class for powerup handlers.
 PieceBehaviour.cs – Handler class for general piece behaviours such as movement,
capture, etc.
 PieceData.cs – Holds data for piece specific data.
 PieceManager.cs – Generates all pieces and updates their states.
TILE
 Tile.cs – Handler class for general tile behaviours such as different highlighting
styles.
UI
 TaskbarHandler.cs – Manages taskbar functionality such as opening and closing,
changing colours and values during turn change, etc.
 UIManager.cs – Manages UI references and handles UI functionality.
UTILITY
 GenericCoroutine.cs – Generic extension of Coroutine to enable returning any
value type.
 MonoBehaviourExtenion.cs – Extension of MonoBehaviour to handling processing
generic coroutines.
ACTIVITY DIAGRAM
CONCLUSION
The main purpose of this work was to design a model for chess game which runs on
the web, with changes in the design of the game itself to add novelty.
An economy system is very basic to game design and lots of games use it. Same is the
case with powerups, another very integral part of game design.
By adding the two to the game of Chess, we feel we have created a fresh new variant
of it which has lot of potential if developed further.

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Chess with Powers - Minor Project Presentation.pptx

  • 1. CHESS WITH POWERS Presented by:- 1. Jasfiq Rahman (Game Development) 2. Aditya Kumar (Web Development) UNDER THE GUIDANCE OF - Bindu Agarwalla
  • 2. CONTENTS 1. Introduction 2. Problem Statement 3. Technology Stack 4. Screenshots 5. System Architecture 6. References
  • 4. Games have seen a huge growth over the last few years, with more and more people playing games in their leisure time. • There are more than 2.7 billion gamers worldwide. • 48% of gaming studios work on VR/AR games. • Every day 25 new games are released on Steam. • The global gaming industry will grow at a CAGR of 12% between 2020- 2025. • The mobile games industry could be worth $169.7 billion by the end of 2025. • Dota 2 players received over $177 million in tournament prizes.
  • 5. • The main motivation behind this project is to create a web portal based chess engine with our own set of alternate rules. • The alternate rules include an economy system fueled by capturing pieces. • The economy system facilitates and enables using different powerups.
  • 7. • We have to design chess game with different powers. To make the use of multiple powerups easier and more balanced, we need to create an economy structure.
  • 8. ENTITIES • Board: The board is a single entity that represents the physical board on which you play this game. A board is made out of a grid of cells. • Player: A person who is actually playing the game correctly.
  • 9. PIECES • Pieces and their movements are as follows: • King: In chess, the king is the most important piece. You lose if your king is killed. It's also known as checkmate. • Queen: It can take any number of steps in any direction in a single motion. • Rook: It can only travel horizontally and vertically, but it can take any number of steps in a single movement. • Bishop: It can only travel diagonally, but it can take any number of steps in a single move. • Knight: It moves in a L form. • Pawn: It can take one vertical step forward.
  • 10. POWERUPS • Power King: For one turn king can move similar to the queen. • Rook Wall: Walls are formed along the selected rooks movement lines till the board boundaries or until another piece is faced. These walls act as barriers and prevent opponent pieces from moving through them for one turn. • Bishop Barrier: Barriers are formed around the current player pieces which fall along the selected bishop movement lines. • Paid Promotion: The selected pawn can be promoted to any piece other than the king by paying the required amount.
  • 12. GAME DEVELOPMENT • Game Engine Unity • IDE Visual Studio • Language C# • Image Editing Software Krita
  • 13. WEB DEVELOPMENT • Web page structure and layout HTML • Styling CSS • Page element interactions JavaScript • CSS framework for front-end Bootstrap
  • 17. GAME SCREEN WITH TASKBAR
  • 26. BOARD • BoardManager.cs – Generates all board tiles and updates their states.
  • 27. GAMEPLAY  InputManager.cs – Processes and handles input.  PlayerInputManager.cs – Processes and handles player input.  EconomyManager.cs – Processes and handles the economy system.  PowerupManager.cs – Processes and handles the powerup system.  SceneParamsHolder.cs – Stores values required by the different game systems.  TurnManager.cs – Manages the ending and changing of player turns.
  • 28. PIECES  Data Types o PieceType.cs – Enum which stores different piece types. o PlayerType.cs – Enum which stores different player types.  Piece Logic o BishopLogic.cs – Handles logic for Bishop’s movement rules. o KingLogic.cs – Handles logic for King’s movement rules. o PawnLogic.cs – Handles logic for Pawn’s movement rules. o QueenLogic.cs – Handles logic for Queen’s movement rules. o RookLogic.cs – Handles logic for Rook’s movement rules.  Powerup o BishopPowerup.cs – Handles logic for Bishop’s powerup rules. o KingPowerup.cs – Handles logic for King’s powerup rules. o RookPowerup.cs – Handles logic for Rook’s powerup rules.
  • 29. PIECES  PowerupBehaviour.cs – Base class for powerup handlers.  PieceBehaviour.cs – Handler class for general piece behaviours such as movement, capture, etc.  PieceData.cs – Holds data for piece specific data.  PieceManager.cs – Generates all pieces and updates their states.
  • 30. TILE  Tile.cs – Handler class for general tile behaviours such as different highlighting styles.
  • 31. UI  TaskbarHandler.cs – Manages taskbar functionality such as opening and closing, changing colours and values during turn change, etc.  UIManager.cs – Manages UI references and handles UI functionality.
  • 32. UTILITY  GenericCoroutine.cs – Generic extension of Coroutine to enable returning any value type.  MonoBehaviourExtenion.cs – Extension of MonoBehaviour to handling processing generic coroutines.
  • 34.
  • 35.
  • 36.
  • 37. CONCLUSION The main purpose of this work was to design a model for chess game which runs on the web, with changes in the design of the game itself to add novelty. An economy system is very basic to game design and lots of games use it. Same is the case with powerups, another very integral part of game design. By adding the two to the game of Chess, we feel we have created a fresh new variant of it which has lot of potential if developed further.