This Is Not Chess

Courtney Dawson

Released
Oct 20, 2020
Platforms
Last updated
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Updates & announcements

20 posts
  1. Developer post

    November Update (231120)

    G'day folks, I've been stuck in a kind of limbo with TINC: It's time to update, but there's not much to show! But spending any more time on anything big will take too long to update! And so I'd dig around and try to do minor fixes, often proving a fruitless endeavour. Rinse, repe

  2. Developer post

    June Update (230604)

    Hi folks, Thing I discovered about infrequent chances to work is that it's easy to lose focus, and thus several things got worked on but few which are in a good enough state to show off. Rather than remain silent for even longer, I decided to at least bring out some small changes

  3. Developer post

    Feburary Update (230210)

    G'day, g'day, Before I knew it we're two months into the new year. I hope it's been a good start to you all out there. The situation hasn't really changed here and I'm still in a sort of limbo state, however I'm still chipping away at This Is Not Chess and hope to see it complete

  4. Developer post

    October/November Update (221101)

    G'day folks, With my situation being the way it is (that is to say, a bit misshapen), I've lost the routine that allowed me to get stuff done on This Is Not Chess. It seems there's some stability in the near future, so maybe I can work a new routine around that. Time will tell. A

  5. Developer post

    September Update (220902)

    G'day, g'day! Added the ability to skip preparation and going straight to executing techniques. Currently I've added two buttons for attacking (one for the normal means, the other for the auto-execute) that show up when confirming a technique. You can also hold the right-click bu

  6. Developer post

    July Update (220722)

    G'day folks, New level in chapter 4, with two new characters available (They will not unlock until this level is beaten). The music is still a placeholder as I struggle with this chapter's theme, but otherwise meant as another song to be used in skirmish mode. With plenty of cont

  7. Developer post

    June Update (220620)

    G'day folks, Some new units weren't ready in time for the update, so the next level of the fourth chapter misses out this time around. Instead I made do with some side goodies: More skirmish maps, another challenge map and a new unit that DID make it through. I've noticed I made

  8. Developer post

    May Update (220517)

    G'day folks, Got started with the fourth chapter, giving us a cutscene or two with a new level. Admittedly using placeholder music...for now. I've fully implemented campaign levels having multiple destinations, basically allowing for branching paths. Although there aren't any lev

  9. Developer post

    April Update (220412)

    G'day mates, Once again we've got a few more units. Are they for the next chapter, or the challenge mode? Like before, they're immediately available for now, but as the levels they get introduced in are added, you'll have to beat them to unlock them again! Neat Stuff New units: B

  10. Developer post

    March Update (220307)

    G'day mates, Light update again! Chapter 4 is underway, with dialogue planned out and some of the maps prepared, but no units completed yet. Changes Unit editor shows point values of styles and techniques. Squad prep screen now displays homepanels and dots as deployed units. Cuts

  11. Developer post

    January Update (220128)

    G'day mates, Minor update this time around. Just some better UI in the editors and miscellaneous fixes. There were attempts to add music to bring more variety around but nothing I've made so far I can consider serviceable. Neat Stuff Levels with unit limit set to zero now allow u

  12. Developer post

    December Update (211229)

    G'day mates, hope you're having a wonderful holiday as the year comes to a close! As hoped, the AI has been improved to stop attempting the more wasteful moves (especially ones that are simply impossible). While tweaking things I realised a core feature I meant to include wasn't

  13. Developer post

    November Update (211127)

    G'day folks! With level fifteen complete, the third chapter is done and I can focus on either the next chapter or making the editors more intuitive to use. The AI is still a concern with wasting moves, and the editors are still far from robust, so perhaps I'll fix things up befor

  14. Developer post

    October Update (211017)

    G'day folks! Chapter three is still going, with only the boss level remaining. I hoped to have it done, but I had spent far too much time making a particularly complex level 14! It's looking to be the most elaborate level of the lot, and as much as I quite enjoy playing through i

  15. Developer post

    September Update (210910)

    G'day folks! With two new levels (and a connecting cutscene) added, now the robots have made their proper appearance to the story! On that note, now that the third chapter has properly begun, the new batch of units have been locked behind the campaign. Hope you enjoyed trying the

  16. Developer post

    Minor patch for August

    Tweaks and bugfixes: Fixed issue where large sprites were cut off the screen strangely. Dummy Beatdown: Added an upper limit of 1000 point lead so if you handily overlap the opponent, you don't need to play the full twenty turns. Revised Telsa Turret's shocking attack to be S sha

  17. Developer post

    July Update (210716)

    G'day g'day! Another smallish update this time, as creating character animations is frustratingly time consuming! That said, now there's three new units added to the roster! For now all of them will be unlocked by default, but once the third chapter's levels are in, they'll be lo

  18. Developer post

    June Update (210611)

    G'day everyone! Bit of a lightweight update this time. Although there's some progress on chapter three of the campaign, there's plenty more that needs to be done. It's now possible to unlock units and maps through campaigns, allowing players to play as bosses in skirmish once the

  19. Developer post

    May Update (210514)

    G'day everyone! A sizeable change to how homepanels work in this update. Homepanels were protected from capture on the first turn, but there was no visual indication. Now there's a square barrier that surrounds the panel. Furthermore, now homepanels are captured so long as a unit

  20. Developer post

    April Update (210415)

    G'day all! With this update is the completion of the second chapter of the campaign! Most of the time was spent getting the boss done. Animating is no joke! As for the next round of updates, I intend to focus on making some more challenge and skirmish maps before starting on the