I'm actually working on fixing most of the problems you cite. The base (basement) is one thing that I do need to address, but haven't yet. I'm also working on sculpting abstract-ish forms for some of the figures for which I've basically done remixes (like with the lion's head on today's Sphinx, and the Lion piece that I based it on, as well as the Sniff, Ghost, Rabbit, Rope, and others). The cones with heads on top are another thing that's going bye-bye; I'm going to do something different with those.
What you say about leaping pieces being just the heads is worth paying attention to. I'll examine that in the future.
I do thank you for your notes on these details, Max; they're very helpful.
And I agree with you about so many animal names for pieces. It generally bugs me. When I create an animal-based piece, it's generally because it's related to another animal-based piece in some way. I, too, would rather use human figures than animals (such as Hospitaller for Kangaroo). If there are few enough animal-named pieces in a game, I'll alter the names to the person who works with the animal (such as Falconer or Lion Tamer).
What you say about AI designing chess pieces for us will, I think, take longer than a couple of years. But it'll come.
Oh, and... in a fight, throwing furniture is a legitimate tactic. Jerry Springer knew that more than anyone. (Alternately, you can just think of furniture-based pieces as being cartoon characters.)
I'm actually working on fixing most of the problems you cite. The base (basement) is one thing that I do need to address, but haven't yet. I'm also working on sculpting abstract-ish forms for some of the figures for which I've basically done remixes (like with the lion's head on today's Sphinx, and the Lion piece that I based it on, as well as the Sniff, Ghost, Rabbit, Rope, and others). The cones with heads on top are another thing that's going bye-bye; I'm going to do something different with those.
What you say about leaping pieces being just the heads is worth paying attention to. I'll examine that in the future.
I do thank you for your notes on these details, Max; they're very helpful.
And I agree with you about so many animal names for pieces. It generally bugs me. When I create an animal-based piece, it's generally because it's related to another animal-based piece in some way. I, too, would rather use human figures than animals (such as Hospitaller for Kangaroo). If there are few enough animal-named pieces in a game, I'll alter the names to the person who works with the animal (such as Falconer or Lion Tamer).
What you say about AI designing chess pieces for us will, I think, take longer than a couple of years. But it'll come.
Oh, and... in a fight, throwing furniture is a legitimate tactic. Jerry Springer knew that more than anyone. (Alternately, you can just think of furniture-based pieces as being cartoon characters.)