Tbh, Chess has an update every few years. There's that one goblin chess game where the rules differ, you have that interdimensional time travelling one, and a frick ton of fairy pieces. Hell, I'm making a Chess card game; there's a lot of chess updates if you know where to look
true future versions of this should have "solving the cube" be a wining move. I would suggest the cube starting with a checkerboard pattern on all sides, then chess masters and "Rubikscube" masters can battel it out
I gotta say, having the pieces take the longest route possible feels like an over the top flex on the opponent. (IE the bishop going all the way around just to kill the queen, the squid just zooming around in the color,etc) This game, if developed further, would definitely be extremely complicated… and definitely should have ways to mark which tiles are being attacked. I would never be able to win otherwise @~@
I was initially mildly disappointed by how the knight interacted with the corner, as there were other ways an L shape can be folded and laid around the corner. I also wondered how a bishop would handle a direct hit on the corner. As that case was not in the video, pulled up the website myself. the answer is that it just stops at the corner. But this gives some logic that also explains the knight's movement as well. When unfolding the cube always have it be a cross centered on the side the piece is currently on. The Bishop would be moving off the board if it continued straight into the corner, and it blocks any double edge crossing paths the knight would otherwise be able to make, allowing only the ones shown.
Alternatively, you could decide the bishop moves by picking a first direction and a second direction perpendicular to the first. The bishop can land on any space where the number of steps in the two directions is equal. A cornered bishop could pick 1:down 2:right. 1d1r would put it in the right face's near corner, 7d7r would put it in the right face's far corner. In this way, I believe it is justified to make a cornered bishop able to travel along any of the center diagonals of the 3 adjacent faces.
Yeah, interactions at the corners where the meaning of "diagonal" becomes muddied was what I was curious about starting the vid, and I was kinda bummed to see how the knight resolved it.
At 2:45 the knight could technically also move down one square onto red and then onto the adjecent green square followed by moving in that direction onto the next green square. In regular chess it doesn't matter wether you allow the knight to move two squares in one direction and then one square in any orthogonal direction or first moving one square then two squares. However, in the chess on the surface of a cube it does seem to make a difference which exact type of movement you allow. That being said, the third version of defining a knight move: first going one square in any of the four cardinal directions followed by one diagonal move does seem to be entirely covered by the first two mentioned versions.
I think a reasonable definition is "move three spaces through two axes", which collapses to one axis getting one move and the other axis getting two moves (although it allows more freedom when one axis might, for example, change because of the one move through the other axis)
Also, even with the "two in one direction, then 1 orthogonal" definition, it should have one more possible destination by moving two into green and then one orthogonally into red
This is a really fun concept. One criticism I have is that I think the white and black squares need marked edges or arrows indicating what is the opposing side at the start of the game. This way pawns aren't omnidirectional AND can do their two-long initial move. I hope to see this playable as an actual multiplayer thing at some point instead of a solo chess toy at some point.
What happens when the pawns are moved around by the hand rotating slices of the cube? I don't think there's any good way of keeping track of their direction here
@@squiddler7731 Hmm, I guess the alternate way to go about it is borrow a page out of shogi's book and have the pieces have an arrow shape to indicate directionality. Interestingly you could theoretically have diagonally oriented pawns, where their normal move is along a diagonal, and then capture along the grid.
I'd have the centre of edge face be the equivalent to the classic opposite edge. Have some sort of crown symbol on the black and white tiles representing a destination square the pawns must move toward as close to orthogonally as possible. This would keep the directional movement and account for shifting board positions. I'd also set up the pieces in the centre of their coloured face, rather than along an edge as he's done.
This is reminding me of my perennial desire to play Wizards’ Sudoku Chess from MSPA’s Problem Sleuth. Only recently, I obtained wooden checkered polyominoes to play “Broken Chess,” a game of my own invention. But an 8x8x8 cube would be the perfect 3D sudoku grid! And if the pieces could rotate after being placed, that adds the Rubik’s element… it also reminds me of Nitrome’s “Numbskull” Flash game. Of course, the Problem Sleuth version also includes Mario Kart and incomprehensible symbol systems, which would be… difficult to “take seriously.”
10:34 what appears to have happened is youve searched the possiblebspace depth-first? Or something like that, when it should be searched width-first (do multiple passes, on each pass only add tiles which are adjacent to tiles we already know are accessible (and bonus, are the same number of tiles as the pass #, from the inkling), and then do multiple passes, until there are no more accessible and unprocessed tiles) By doing that in explicit passes, the linked list will be ordered in such a way that each accessible tile will point backwards to the one space that is closer-est to the inkling (unless there are two, in which case the choice depends on how you ordered the checks within each pass and doesn't ultimately matter), at large resulting in the inkling always choosing the shortest path, because we searched the whole move space in a distance-saving way I know this because I did this for a grid-based fire-emblem-like game prototype with turn-based movement like this. Another trick is to do two passes with the same tiles to get particularly desirable movement behavior. First, add all the orthogonally-accessible tiles, and _then_ add all diagonally-accessible pieces, to the linked list (and the "to check next pass" list) This causes the inkling to "move diagonally first", AKA it will align itself with holes-of-accessibility from afar so that it can moge like a rook, rather than like a bishop, through them. This isnt important here because the inkling has an infinite move speed, but this is important jn my game prototype where your pieces have a limited "speed" and I wanted them to take sane, human paths, and splitting the one pass into two passes in series was the only way I could make the linked list turn out that way. As for the queen's movement, instead of using the linked list each step to determine movement, have the linked list instead determine how you will determine the queen's movement (AKA not a linked list at all, but a list of orthogonal or diagonal directions), where a direction will tell the game which way to "trace backwards until it finds the original piece", carving out the piece's visual movement path, allowing the piece to pass over the same tile in different ways if you choose different destination tiles
I think that there are arguably four additional moves rather than the stated two in that knight corner case. In traditional chess moving 2-then-1 is indistinguishable from moving 1-then-2, so one could argue that both should be allowed. This would mean the knight could access the squares diagonally adjacent but around the corner by moving one space onto one side followed by two into the other.
So awesome! Have you thought about adding another game-option that allows players to use their turn to twist one of the rubiks cube slices INSTEAD of moving a piece? That way you could also use this to set up a "normal" game of chess, with just the addition of a cubic board, moving pieces around corners and manipulating slices instead of moving. I could imagine lots of chess players making content about that version!
9:07 In standard chess, you can assume the player being "checked" passes their turn (even though pass is not a valid option in Chess) for the purposes of determining check. There are plenty of positions in standard Chess where blocking check is the defender's only legal move (even without assuming the "you must block check" rule didn't exist). In short, you would only need to check 1-ply to determine if an enemy is in check. 2-ply is only needed for determining which defender moves are legal. However, for a reasonably optimize script even that 2-ply check should be doable quite quickly.
as someone whos been a huge fan of yours for a long time, and, unrelatedly, super into speedcubing, this was a super cool video to watch. this is a super cool concept and i cant wait to see what people do with it :D
2:47 Along with the 2 options you mentioned you can also go 1 down the red and 1 across. This is because you could go 1 down on green and 2 right towards red. But again... code lol
The Rubix Cube hovers with its extreme density and it's also magnetic so electromagnetism holds it up between two structures, and all pieces have that fridge magnet thing so they stay up and they're also sentient so the hand turns the cube on its own. GENIUS!!
One feature I think would be really good is to make a custom rubiks cube size, like, what if I want an 8x8, or an 8x16x4. Although you would probably have to add some checks for if the pieces hit a backfase.
On corners, I think pawns should be able to eat a piece on the same space in the opposite side, I.E under it directly because pawns can eat diagonally and that space is actually missing, if you look at it. I also think this should apply to bishop and queen whenever they are on a diagonal line from the middle
I have been obsessed with cubing, Splatoon 2 and Chess at different points of my life. I never could have possibly imagined they can be combined. Just wow I'm impressed you even managed to build it
I like how you made this version of chess, although I had a similar idea where it was just a Rubix Cube puzzle, and the solved state is 5 of the 6 sides show different forms of checkmate.
at 2:42, should the knight not have a couple more options to go to by passing 2 edges? E.g. 1 step to the adjacent red square, then (from knights perspective) taking a 90° turn right and move 2 steps into the green?
This is really similar to a version I was trying to make in Unity several years ago, except my "extra sauce" was the board is volumetric. Meaning the pieces can traverse INSIDE the cube, making all kinds of weird 3D diagonals and such, with new pieces being better suited to that, like ninjas etc. It's so cool to see a (mostly) working version of this with a whole different twist! (Literally 😂)
You should make the color intensity alternate or something like that so to have a chess-like board visual again even with colors. This would help with moves, especially the diagonal ones
Hey if you polish this up a bit and make each side checkered with their respective color, I could see this being the new chess! Naviary is making an infinite chess game and it’s so fun to see even cooler chess versions!
I find it kinda weird that the horsey is the only piece whose moves can only go around edge of the cube. I get that taking different paths along the square grid that usually lead to the same target can land on different squares if they go around different 3d edges. But if we assume that the horsies move along a straight line from their starting square to their destination, like any other chess piece, those destinations stay unique on the 3d cube. So horsies would once again have 8 squares they can move to, regardless of where they start.
I would love to see this with other variations of "chess-like" games, like Hnefatafl (viking chess), Martian chess, tank chess, etc. and seeing how people could provide unique variations to those games
It would be fun if, graphically, if a piece had multiple ways to get someone it got split up and parts of it went one way while the others went the other way
I think it would be fun to try a version of this that is only 3x3 with a few pawns that can only go forward, like normal chess. That would be more simple, but allow for some tricks with twisting the cube to move the pawns around. But you would have to indicate their direction somehow
INSANITY
hehe
IT'S THE MAN HIMSELF!
Bfdi person cary made your game into cubing
WHAT
YES INSANITY
Now we just need 5D chess on a Rubik’s cube with multiverse time travel
Psychological horror chess
make it 6d while we’re at it let’s travel to the 4th temporal AND spacial dimension
technically with the added dimension for the cube, it becomes 6d already
4th temporal and spacial dimensions would now make it 8d
@CMan185
@@modahabbab Even though the cube is 3d, you can only use it's surface, and the surface is still 2d
@@kezzyhko oh that makes sense, you're just playing on a folded net
Bishop sniping is gonna be even crazier
send a bishop into orbit around the cube straight into the back line
The ICBM gambit is going to be even truer to its name
Holy crap it is
check yourself before you snipe yourself
Holy hell! New response just dropped!
Finally chess has an update, I've been waiting for decades
millennia*
@@arska-pelejavlogejajaautoj5030centuries actually
Tbh, Chess has an update every few years. There's that one goblin chess game where the rules differ, you have that interdimensional time travelling one, and a frick ton of fairy pieces. Hell, I'm making a Chess card game; there's a lot of chess updates if you know where to look
get on my level ive been waiting for millenia
Google en passant.
I always wanted Splatoons added to chess
hi michael huang
hi
hi Michael (i thought you stopped making videos 3 years ago, whaaaa)
:0
Ultimate move of the Universe - solving the Rubik's cube and checkmate at the same time
true future versions of this should have "solving the cube" be a wining move.
I would suggest the cube starting with a checkerboard pattern on all sides, then chess masters and "Rubikscube" masters can battel it out
@@MouseGoatwouldnt work, the cube record is 3s... so chess master makes 6 moves and its ggwp
@@and_I_am_Life_the_fixer_of_all if they move the king row chess player has to get creative
I love how you just call them “splatoon”, made me laugh way to much, like calling every video game console a “Nintendo”
also they're literally just inklings T-posing
@@Green24152It's more menacing this way
To be fair, my family calls video games, nintendo (or at least when I was younger).
that actually used to be a problem and nintendo could have lost its trademark, genericide is pretty interesting
imagine trying to play chess when all of a sudden half of the pieces fall off the cube
Get a magnetic one
@@micellaraguaOk but how would u hold the cube?
@@yeetrepublic9142 You just do it. It’ll be heavy, but you just do it.
@@micellaraguadont think that how it works
@@yeetrepublic9142suspended on a thread attached to a corner
the nature of humanity is just that every so often someone accidentally invents homestuck again.
me when i prototype the kernelsprite with a splatoon amiibo
I gotta say, having the pieces take the longest route possible feels like an over the top flex on the opponent. (IE the bishop going all the way around just to kill the queen, the squid just zooming around in the color,etc)
This game, if developed further, would definitely be extremely complicated… and definitely should have ways to mark which tiles are being attacked. I would never be able to win otherwise @~@
Yeah he should keep it, it's very funny
"Aha, you fool, you will be checkmated in 37 moves with 17 rotations in-between!"
congratulations, you made the nerdiest game of all time
privet lirah
@@Artoym п
Yes
Years ago, I started watching Cary to see funny triangles learn to walk to the right. Now I find myself lost in the labyrinth that is his mind palace
4D Chess is a thing
"The rules are the same as regular Rubik's Chess, except for these changes... wait, what."
haha i get the reference
wuz da reference? sounds familiar
@@novachromatic board game tutorial youtuber called triple s games
homestuck pfp? i bet you clicked because something something battlefield something something sprite something something 2 prototyping blah
I was initially mildly disappointed by how the knight interacted with the corner, as there were other ways an L shape can be folded and laid around the corner.
I also wondered how a bishop would handle a direct hit on the corner. As that case was not in the video, pulled up the website myself. the answer is that it just stops at the corner.
But this gives some logic that also explains the knight's movement as well.
When unfolding the cube always have it be a cross centered on the side the piece is currently on. The Bishop would be moving off the board if it continued straight into the corner, and it blocks any double edge crossing paths the knight would otherwise be able to make, allowing only the ones shown.
Yeah at 2:47 it feels like the knight should be able to go two down the green side and then one right to the red square
Alternatively, you could decide the bishop moves by picking a first direction and a second direction perpendicular to the first. The bishop can land on any space where the number of steps in the two directions is equal. A cornered bishop could pick 1:down 2:right. 1d1r would put it in the right face's near corner, 7d7r would put it in the right face's far corner. In this way, I believe it is justified to make a cornered bishop able to travel along any of the center diagonals of the 3 adjacent faces.
Yeah, interactions at the corners where the meaning of "diagonal" becomes muddied was what I was curious about starting the vid, and I was kinda bummed to see how the knight resolved it.
At 2:45 the knight could technically also move down one square onto red and then onto the adjecent green square followed by moving in that direction onto the next green square.
In regular chess it doesn't matter wether you allow the knight to move two squares in one direction and then one square in any orthogonal direction or first moving one square then two squares. However, in the chess on the surface of a cube it does seem to make a difference which exact type of movement you allow.
That being said, the third version of defining a knight move: first going one square in any of the four cardinal directions followed by one diagonal move does seem to be entirely covered by the first two mentioned versions.
I think a reasonable definition is "move three spaces through two axes", which collapses to one axis getting one move and the other axis getting two moves (although it allows more freedom when one axis might, for example, change because of the one move through the other axis)
Also, even with the "two in one direction, then 1 orthogonal" definition, it should have one more possible destination by moving two into green and then one orthogonally into red
This is a really fun concept. One criticism I have is that I think the white and black squares need marked edges or arrows indicating what is the opposing side at the start of the game. This way pawns aren't omnidirectional AND can do their two-long initial move. I hope to see this playable as an actual multiplayer thing at some point instead of a solo chess toy at some point.
You could also just say "Pawns can move two (in any direction) as long as they've never been moved before"
What happens when the pawns are moved around by the hand rotating slices of the cube? I don't think there's any good way of keeping track of their direction here
@@squiddler7731 Hmm, I guess the alternate way to go about it is borrow a page out of shogi's book and have the pieces have an arrow shape to indicate directionality. Interestingly you could theoretically have diagonally oriented pawns, where their normal move is along a diagonal, and then capture along the grid.
I'd have the centre of edge face be the equivalent to the classic opposite edge. Have some sort of crown symbol on the black and white tiles representing a destination square the pawns must move toward as close to orthogonally as possible. This would keep the directional movement and account for shifting board positions. I'd also set up the pieces in the centre of their coloured face, rather than along an edge as he's done.
This is awesome! Looks great!
This is reminding me of my perennial desire to play Wizards’ Sudoku Chess from MSPA’s Problem Sleuth.
Only recently, I obtained wooden checkered polyominoes to play “Broken Chess,” a game of my own invention. But an 8x8x8 cube would be the perfect 3D sudoku grid! And if the pieces could rotate after being placed, that adds the Rubik’s element… it also reminds me of Nitrome’s “Numbskull” Flash game.
Of course, the Problem Sleuth version also includes Mario Kart and incomprehensible symbol systems, which would be… difficult to “take seriously.”
Sounds incredibly silly.
I knew this vid would draw your kind in droves
This is what Skaia looks like
FINALLY
CHESS BATTLE ADVANCED
chess battle advanced
chess battle adjective
@@brightblackhole2442Chess battle adverb
webkit for gameboy advanced when
Icely puzzles will be impressed
I like splatoon, I like my hands, I like chess, I like cubing this is the best!
hands are great, you can pat the moose, SLAP the bongo drum, shake stick at God, oof ouch the water is too hot
10:34 what appears to have happened is youve searched the possiblebspace depth-first? Or something like that, when it should be searched width-first (do multiple passes, on each pass only add tiles which are adjacent to tiles we already know are accessible (and bonus, are the same number of tiles as the pass #, from the inkling), and then do multiple passes, until there are no more accessible and unprocessed tiles)
By doing that in explicit passes, the linked list will be ordered in such a way that each accessible tile will point backwards to the one space that is closer-est to the inkling (unless there are two, in which case the choice depends on how you ordered the checks within each pass and doesn't ultimately matter), at large resulting in the inkling always choosing the shortest path, because we searched the whole move space in a distance-saving way
I know this because I did this for a grid-based fire-emblem-like game prototype with turn-based movement like this.
Another trick is to do two passes with the same tiles to get particularly desirable movement behavior. First, add all the orthogonally-accessible tiles, and _then_ add all diagonally-accessible pieces, to the linked list (and the "to check next pass" list)
This causes the inkling to "move diagonally first", AKA it will align itself with holes-of-accessibility from afar so that it can moge like a rook, rather than like a bishop, through them. This isnt important here because the inkling has an infinite move speed, but this is important jn my game prototype where your pieces have a limited "speed" and I wanted them to take sane, human paths, and splitting the one pass into two passes in series was the only way I could make the linked list turn out that way.
As for the queen's movement, instead of using the linked list each step to determine movement, have the linked list instead determine how you will determine the queen's movement (AKA not a linked list at all, but a list of orthogonal or diagonal directions), where a direction will tell the game which way to "trace backwards until it finds the original piece", carving out the piece's visual movement path, allowing the piece to pass over the same tile in different ways if you choose different destination tiles
Cary is just the kind of guy to make this, and I love it
We gonna summon a boatload of communities with this one
Three
Actually 4
1
uhh rubic cube community splatoon chess and beefy die?
-BFDI (obviously)
-Board Games / Chess Community
-Splatoon
-Minecraft
-DC heroes
-Wednesday (possibly due to the hand)
-Cubing community
- -Racism-
I think that there are arguably four additional moves rather than the stated two in that knight corner case. In traditional chess moving 2-then-1 is indistinguishable from moving 1-then-2, so one could argue that both should be allowed. This would mean the knight could access the squares diagonally adjacent but around the corner by moving one space onto one side followed by two into the other.
I love Splatoons. My favorite Nintendo characters next to Zelda, Metroid and Kid Icarus.
When you said 'Black Knight' and showed a picture of Batman instead of Monty Python and the Holy Grail's 'Black Knight' my soul hurt
it might be to you, but to the black knight, 'tis but a flesh wound
Bro created chess³
Cary mentioned Splatoon
My life is becoming more complete every day
huzzah!
you are the second person i've seen with both a korok profile picture and an odd obsession with splatoon. weird that it happened twice.
@@nile6076 I'm honoured c:
So awesome! Have you thought about adding another game-option that allows players to use their turn to twist one of the rubiks cube slices INSTEAD of moving a piece?
That way you could also use this to set up a "normal" game of chess, with just the addition of a cubic board, moving pieces around corners and manipulating slices instead of moving. I could imagine lots of chess players making content about that version!
9:07 In standard chess, you can assume the player being "checked" passes their turn (even though pass is not a valid option in Chess) for the purposes of determining check. There are plenty of positions in standard Chess where blocking check is the defender's only legal move (even without assuming the "you must block check" rule didn't exist).
In short, you would only need to check 1-ply to determine if an enemy is in check. 2-ply is only needed for determining which defender moves are legal. However, for a reasonably optimize script even that 2-ply check should be doable quite quickly.
Cary just does things and i love it
This is so cool! I like the new splatoon pieces :)
i love how he calls them Splatoons and not inklings
The classical piece makes it sound like there is something tragic about this game you made. It really gives a lot of the video a somber tone.
I love it. Every time i see youve made something new i just know its going to be 🔥
so many years watching your videos and you continue to surprise me. amazing video, what a fascinating concept!
as someone whos been a huge fan of yours for a long time, and, unrelatedly, super into speedcubing, this was a super cool video to watch. this is a super cool concept and i cant wait to see what people do with it :D
I wish Cary got as many views as he deserves. He might be the CZcamsr I get most excited about when I see a new video
I'm not a smart person or a coding person or a rubiks cube person. I'm the dingy who just watches Cary in amazement but dawg THIS IS ANOTHER LEVEL
2:47 Along with the 2 options you mentioned you can also go 1 down the red and 1 across. This is because you could go 1 down on green and 2 right towards red.
But again... code lol
Very cool! I saw that giant cube there! :D
The Rubix Cube hovers with its extreme density and it's also magnetic so electromagnetism holds it up between two structures, and all pieces have that fridge magnet thing so they stay up and they're also sentient so the hand turns the cube on its own. GENIUS!!
I'm glad that you made that note at 2:45. Because I was going to call you out on this. But apparently you were aware of the additional spaces.
The long wait for a new game of yours was worth it!
my brain is going to explode
Love this. Been getting into chess the last few months, great timing!
Ikr
6:00 certified banger video moment
your videos are so funny and interesting and inspiring i love it!
Can’t wait to play this in a real life tournament
such interesting videos. gotta love this channel
The memes in this video sent me
Great job Cary!!
One feature I think would be really good is to make a custom rubiks cube size, like, what if I want an 8x8, or an 8x16x4. Although you would probably have to add some checks for if the pieces hit a backfase.
You just put my two favorite hobbies together. You’re officially the coolest person ever.
5D Chess on a Rubik's Cube with Multidimensional Time Travel
Wow, great job. 👍 If someone were to become very skilled at this version of chess, they would probably trick me easily.
This is awesome. Thanks for making such a weird fun crazy thing!
SPLATOON CHARACTERS.....
On corners, I think pawns should be able to eat a piece on the same space in the opposite side, I.E under it directly because pawns can eat diagonally and that space is actually missing, if you look at it. I also think this should apply to bishop and queen whenever they are on a diagonal line from the middle
Chess. On a Rubik's Cube.
Chess. On a rubik's. Cube.
Chess. On a Rubik's Cube.
Chess. On a Rubik's Cube.
Chess. On. A Rubik's. Cube.
Chess. On a Rubik’s Cube.
I have been obsessed with cubing, Splatoon 2 and Chess at different points of my life. I never could have possibly imagined they can be combined.
Just wow I'm impressed you even managed to build it
I like how you made this version of chess, although I had a similar idea where it was just a Rubix Cube puzzle, and the solved state is 5 of the 6 sides show different forms of checkmate.
That’s incredible! Great idea & execution! (Okay the execution could use some work 😂 but it’s actually incredibly impressive!)
Cary this is the most crazy and chaotic but beautiful thing I’ve ever seen
You're playing checkers while I'm playing 3D chess.
"Don't you mean 4D chess?"
"No."
at 2:42, should the knight not have a couple more options to go to by passing 2 edges? E.g. 1 step to the adjacent red square, then (from knights perspective) taking a 90° turn right and move 2 steps into the green?
I'm obsessed... I need to play this
I love you called inklings just “splatoons” lmao XD
This is really similar to a version I was trying to make in Unity several years ago, except my "extra sauce" was the board is volumetric. Meaning the pieces can traverse INSIDE the cube, making all kinds of weird 3D diagonals and such, with new pieces being better suited to that, like ninjas etc. It's so cool to see a (mostly) working version of this with a whole different twist! (Literally 😂)
This is actually a really cool idea
I don't think i would have thought of it
I absolutely love it!
This is a really cool idea!
Cary really loves doing anything💀
That’s exactly why we should enjoy him 😅 he is a great guy making great content
Pawn be becoming a king with this one
I love that pieces always take the longer of the two paths, extra style points.
Yeah that's definitely a feature and not a bug. 👌
COOLNESS!! Im def playing this with my brother
You should make the color intensity alternate or something like that so to have a chess-like board visual again even with colors. This would help with moves, especially the diagonal ones
this has been a dream of mine for years. great job
No KH pun? man, so close to finishing my march 2024 bingo! (ok but seriously, the chess cube idea is insane!)
Bro, you combined my two favorite things of all time. It's like a wet dream come true
cool game would love to see it a bit more fleshed out im also sure someone would recreate it in vr if it get really popular
Hey if you polish this up a bit and make each side checkered with their respective color, I could see this being the new chess! Naviary is making an infinite chess game and it’s so fun to see even cooler chess versions!
I can't believe that you are a chess fan and a cuber! I had no idea that an creator of BFDI has an same hoby as myself
this is such a good concept omg
Thanks, nighty-nite! i appreesh it
@@carykh I absolutely wrecked my friend in it 🔥🔥🔥
nice, 2 of my favourite hobbies combined
If you keep this project going, I'll be excited to see more updates!
The thumbnail made me flinch and say "oh god damn it." Great work!
computing adjancencies when you go over a side of the cube must have been a pain
This is the game I didn't know I needed
Yes
so glad we've returned back to these wackies
That looks like a nightmare to keep track of, but still a ton of fun.
I find it kinda weird that the horsey is the only piece whose moves can only go around edge of the cube.
I get that taking different paths along the square grid that usually lead to the same target can land on different squares if they go around different 3d edges. But if we assume that the horsies move along a straight line from their starting square to their destination, like any other chess piece, those destinations stay unique on the 3d cube. So horsies would once again have 8 squares they can move to, regardless of where they start.
I would love to see this with other variations of "chess-like" games, like Hnefatafl (viking chess), Martian chess, tank chess, etc. and seeing how people could provide unique variations to those games
Cool project!
As someone who can solve a rubix cube and loves chess this is an absolute win
Between this and the Game of Life strategy game, you have some amazing ideas lol
Well done! You have make Triple S confused 😂
It would be fun if, graphically, if a piece had multiple ways to get someone it got split up and parts of it went one way while the others went the other way
I think it would be fun to try a version of this that is only 3x3 with a few pawns that can only go forward, like normal chess. That would be more simple, but allow for some tricks with twisting the cube to move the pawns around. But you would have to indicate their direction somehow
I love you for showing this 5:51 explicitly
great job!
That is really interesting and incredibly complex
I've had this idea before thanks for making it a reality