Personally I don't see why anyone would have an issue with this.
Firstly, I sincerely believe Veq. has the right to develop whatever he wants. After putting so much effort towards developing the engine for A&A games, I'd think a slight break from the same 'ol same 'ol might help to clear the cob webs. Besides which the creative process is anything but linear. So who knows what other potential engine features might come out of this endeavor. Sometimes inspiration comes from the unlikeliest places.
Some of the basic concepts from chess could provide some neat features that might be useable in other games with square territories or potentially hex. So far many of the features developed have been taken in directions not originally intended when created. So pursuing this could lead to some very unique engine features useable within other games. Could lead to some interesting new game concepts.
Furthermore even if there are other chess games out there, how could having a chess game for Triple A diminish the engine or lobby at all? People will play anything that is available. We already have some doozies on Triple A and they get played. Besides if he can do what he has done for things like Global, my instincts tell me that whatever he creates would be well done.
“A man can never have too much red wine, too many books, or too much ammunition”― Rudyard Kipling
Well, it is little known, but TripleA actually already has the ability to play "normal" boardgames. Someone, long ago, coded 3 rather silly games into triplea:
Tic Tac Toe
You can find those 3 maps in the "unclassified" folder in your triplea install folder
Just take the examples folder, move it up 1 level, and you can play these 3 games.
TripleA actually is mostly just a framework for playing a game. It is a game engine, which already includes all the stuff needed to be able to play online, etc etc.
The interesting thing about having these games, is that it forces the triplea engine code to be abstracted into classes that can be used for "all" games, and extended classes specific to a type of game.
This actually benefits triplea, by keeping code clean, simple, and object oriented.
In making Chess, I've been forced to abstract and clean up a number of classes, and in the process ended up fixing 2 bugs (real small ones), not to mention making everything easier to read, more reliable, etc etc.
Another side benefit, is that it helps us to be immune from any accusations that we are simply a "clone" of so-and-so's boardgame.
Don't worry, I'll get back to more "normal" triplea improvements very shortly. This is mostly just a weekend experiment for me.
Well, it may not be of interest to many, but it is done! :)
Complete with 2 ai's, a purely random one, and one that will take any capture and defend against captures, but is otherwise still completely random (it did beat my wife though, and gave me a run for my money [neither of us have played chess more than once or twice previously])
It also, thankfully, shows all legal moves every time you click on a piece.
The best part is I managed to abstract the engine to such a degree that I could probably code Checkers, or Go, or any other (simple) grid-based board game, within 2 hours.
anyway, if any of you want to try it out, i can walk you through compiling the source from svn,
Just for shits and giggles, I decided to make Checkers too.
Actually Checkers was just as hard as chess to make, because "simple" for humans, does not mean "simple" for computers. Specifically it was the rules that you have to finish a sequence, and that you must take a jump if offered, that took a while to solve. Then there was my misunderstanding of the rules where I thought you could jump your own pieces too (never played checkers before to be honest).
Anyway, its all done too.
only other games i can think of that might be worthy of doing on triplea are Go and maybe Backgammon
I don't see a reason to do Risk. It has already been done. Lux does for Risk what TripleA does for, ahem, that other game. Lux is commercial. But, like TripleA, the maps are user made and there are hundreds. And, you make Lux maps in a similiar fashion as TripleA maps.
One feature lux has that I would like to see in TripleA:
One way paths, i.e., you can go from A to B, but not from B to A.
This could make for some interesting situations, such as Hitler's No Retreat directive on the Eastern Front or an invulnerable Ho Chi Minh trail in Vietnam. Of course, in the first case it would have to be nationality specific.
which will be my last of the 'normal classical' boardgames
probably half or 2/3rds finished, depending on how far I want to go with it
oh and another side benefit:
in order to get go to work, i had to actually mess with the game parser and game map data sections,
and i saw that it would be possible to implement one way territories
so i plan to make that my next project