Restructured project from nested workspace pattern to flat single-repo layout. This eliminates redundant nesting and consolidates all project files under version control. ## Migration Summary **Before:** ``` alex/ (workspace, not versioned) ├── chess-game/ (git repo) │ ├── js/, css/, tests/ │ └── index.html └── docs/ (planning, not versioned) ``` **After:** ``` alex/ (git repo, everything versioned) ├── js/, css/, tests/ ├── index.html ├── docs/ (project documentation) ├── planning/ (historical planning docs) ├── .gitea/ (CI/CD) └── CLAUDE.md (configuration) ``` ## Changes Made ### Structure Consolidation - Moved all chess-game/ contents to root level - Removed redundant chess-game/ subdirectory - Flattened directory structure (eliminated one nesting level) ### Documentation Organization - Moved chess-game/docs/ → docs/ (project documentation) - Moved alex/docs/ → planning/ (historical planning documents) - Added CLAUDE.md (workspace configuration) - Added IMPLEMENTATION_PROMPT.md (original project prompt) ### Version Control Improvements - All project files now under version control - Planning documents preserved in planning/ folder - Merged .gitignore files (workspace + project) - Added .claude/ agent configurations ### File Updates - Updated .gitignore to include both workspace and project excludes - Moved README.md to root level - All import paths remain functional (relative paths unchanged) ## Benefits ✅ **Simpler Structure** - One level of nesting removed ✅ **Complete Versioning** - All documentation now in git ✅ **Standard Layout** - Matches open-source project conventions ✅ **Easier Navigation** - Direct access to all project files ✅ **CI/CD Compatible** - All workflows still functional ## Technical Validation - ✅ Node.js environment verified - ✅ Dependencies installed successfully - ✅ Dev server starts and responds - ✅ All core files present and accessible - ✅ Git repository functional ## Files Preserved **Implementation Files:** - js/ (3,517 lines of code) - css/ (4 stylesheets) - tests/ (87 test cases) - index.html - package.json **CI/CD Pipeline:** - .gitea/workflows/ci.yml - .gitea/workflows/release.yml **Documentation:** - docs/ (12+ documentation files) - planning/ (historical planning materials) - README.md **Configuration:** - jest.config.js, babel.config.cjs, playwright.config.js - .gitignore (merged) - CLAUDE.md 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
1162 lines
29 KiB
Markdown
1162 lines
29 KiB
Markdown
# Feature Prioritization: HTML Chess Game
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## Executive Summary
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**Total Features Identified**: 47 features across 5 phases
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**MVP Features**: 15 (must-have for playable game)
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**Phase 2 Features**: 12 (enhanced experience)
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**Phase 3 Features**: 10 (competitive product)
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**Phase 4+ Features**: 10 (market differentiation)
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---
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## 1. Feature Prioritization Framework
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### Evaluation Criteria:
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| Criteria | Weight | Description |
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|----------|--------|-------------|
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| **User Value** | 35% | How much users benefit |
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| **Technical Complexity** | 25% | Implementation effort |
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| **Dependencies** | 20% | Blockers and prerequisites |
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| **Market Differentiation** | 10% | Competitive advantage |
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| **Risk Mitigation** | 10% | Reduces project risk |
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### Priority Levels:
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- **P0 (CRITICAL)**: Must have for MVP - game is unplayable without this
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- **P1 (HIGH)**: Should have for MVP - significantly degrades experience without
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- **P2 (MEDIUM)**: Could have - nice enhancement but not critical
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- **P3 (LOW)**: Won't have initially - future consideration
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---
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## 2. MVP Features (Phase 1) - "Playable Chess Game"
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**Timeline**: 4-6 weeks | **Effort**: 40-50 hours | **User Value**: 90%
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### 2.1 Core Game Mechanics (P0 - CRITICAL)
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#### F1: Chess Board Rendering
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**Priority**: P0 | **Effort**: 8 hours | **Value**: Critical | **Score**: 95/100
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**Description**: Display 8x8 chess board with alternating colors and coordinates.
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**Acceptance Criteria**:
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- 8x8 grid with light/dark squares
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- Row numbers (1-8) and column letters (a-h)
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- Responsive sizing (fills container)
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- Clean visual design
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**Dependencies**: None
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**Blockers**: None
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**Justification**: Absolutely essential - cannot play chess without a board.
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---
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#### F2: Piece Placement & Display
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**Priority**: P0 | **Effort**: 6 hours | **Value**: Critical | **Score**: 95/100
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**Description**: Render all 32 chess pieces in starting positions.
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**Acceptance Criteria**:
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- All 32 pieces visible (16 white, 16 black)
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- Pieces distinguishable (King, Queen, Rook, Bishop, Knight, Pawn)
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- SVG or high-quality Unicode rendering
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- Pieces centered in squares
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**Dependencies**: F1 (Board Rendering)
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**Blockers**: None
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**Justification**: Cannot play without pieces.
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---
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#### F3: Basic Move Execution
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**Priority**: P0 | **Effort**: 4 hours | **Value**: Critical | **Score**: 90/100
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**Description**: Allow players to select and move pieces via click.
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**Acceptance Criteria**:
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- Click piece to select
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- Click destination to move
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- Visual indication of selected piece
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- Piece moves to new square
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**Dependencies**: F1, F2
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**Blockers**: None
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**Justification**: Core interaction mechanism.
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---
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#### F4: Move Validation (Basic Pieces)
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**Priority**: P0 | **Effort**: 12 hours | **Value**: Critical | **Score**: 95/100
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**Description**: Validate moves for King, Queen, Rook, Bishop, Knight according to chess rules.
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**Acceptance Criteria**:
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- King moves 1 square any direction
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- Queen moves any number of squares in straight/diagonal lines
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- Rook moves any number of squares in straight lines
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- Bishop moves any number of squares diagonally
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- Knight moves in L-shape
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- Cannot move to square occupied by own piece
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- Cannot jump over pieces (except knight)
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**Dependencies**: F3
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**Blockers**: None
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**Justification**: Game is broken if pieces move incorrectly.
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---
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#### F5: Pawn Move Validation
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**Priority**: P0 | **Effort**: 6 hours | **Value**: Critical | **Score**: 90/100
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**Description**: Implement pawn movement rules including promotion.
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**Acceptance Criteria**:
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- Move 1 square forward (if not blocked)
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- Move 2 squares forward from starting position
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- Capture diagonally forward
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- Promote to Queen/Rook/Bishop/Knight when reaching rank 8/1
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- Cannot move backward
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**Dependencies**: F4
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**Blockers**: None
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**Justification**: Pawn is unique and essential piece.
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---
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#### F6: Turn Management
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**Priority**: P0 | **Effort**: 3 hours | **Value**: Critical | **Score**: 85/100
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**Description**: Enforce turn-based gameplay (white moves first, then black, alternating).
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**Acceptance Criteria**:
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- White moves first
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- Players alternate turns
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- Cannot move opponent's pieces
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- Visual indication of whose turn it is
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**Dependencies**: F3
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**Blockers**: None
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**Justification**: Fundamental to chess rules.
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---
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#### F7: Capture Mechanics
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**Priority**: P0 | **Effort**: 4 hours | **Value**: Critical | **Score**: 90/100
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**Description**: Allow pieces to capture opponent pieces.
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**Acceptance Criteria**:
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- Moving to square with opponent piece captures it
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- Captured piece removed from board
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- Captured pieces displayed separately (optional but nice)
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- Cannot capture own pieces
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**Dependencies**: F4, F5
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**Blockers**: None
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**Justification**: Cannot win without capturing.
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---
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#### F8: Check Detection
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**Priority**: P0 | **Effort**: 8 hours | **Value**: Critical | **Score**: 95/100
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**Description**: Detect when king is under attack (in check).
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**Acceptance Criteria**:
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- Identify when king is threatened
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- Visual indication (highlight king in red)
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- Display "Check!" message
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- Cannot make move that leaves own king in check
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**Dependencies**: F4, F5, F7
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**Blockers**: None
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**Justification**: Core chess rule - king cannot remain in check.
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---
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#### F9: Checkmate Detection
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**Priority**: P0 | **Effort**: 8 hours | **Value**: Critical | **Score**: 95/100
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**Description**: Detect when game is over (checkmate).
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**Acceptance Criteria**:
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- Identify when king is in check AND no legal moves exist
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- Display "Checkmate! [Color] wins!" message
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- Prevent further moves after checkmate
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- Highlight winning/losing position
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**Dependencies**: F8
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**Blockers**: None
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**Justification**: Game cannot end properly without this.
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---
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#### F10: Stalemate Detection
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**Priority**: P0 | **Effort**: 4 hours | **Value**: High | **Score**: 80/100
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**Description**: Detect when game is drawn (stalemate).
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**Acceptance Criteria**:
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- Identify when player not in check but has no legal moves
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- Display "Stalemate! Draw!" message
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- End game properly
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**Dependencies**: F8, F9
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**Blockers**: None
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**Justification**: Prevents incorrect wins/losses.
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---
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### 2.2 Essential UI Features (P0 - CRITICAL)
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#### F11: New Game Button
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**Priority**: P0 | **Effort**: 2 hours | **Value**: High | **Score**: 75/100
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**Description**: Reset board to starting position.
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**Acceptance Criteria**:
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- Button clearly labeled "New Game"
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- Resets board to initial state
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- Confirmation dialog if game in progress
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- Resets turn to white
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**Dependencies**: None
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**Blockers**: None
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**Justification**: Must be able to start new games.
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---
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#### F12: Undo Move
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**Priority**: P1 | **Effort**: 5 hours | **Value**: High | **Score**: 70/100
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**Description**: Take back last move.
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**Acceptance Criteria**:
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- Undo button clearly visible
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- Restores previous board state
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- Reverses captures
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- Can undo multiple moves
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- Disabled at game start
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**Dependencies**: F3 (Move history tracking)
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**Blockers**: None
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**Justification**: Critical for learning and correcting mistakes.
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---
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#### F13: Move Highlighting
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**Priority**: P1 | **Effort**: 4 hours | **Value**: High | **Score**: 75/100
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**Description**: Show last move made for clarity.
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**Acceptance Criteria**:
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- Highlight source and destination squares
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- Different color than selection highlight
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- Updates after each move
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- Clear visual distinction
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**Dependencies**: F3
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**Blockers**: None
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**Justification**: Essential for tracking game flow.
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---
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#### F14: Legal Move Indicators
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**Priority**: P1 | **Effort**: 5 hours | **Value**: High | **Score**: 80/100
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**Description**: Show where selected piece can move.
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**Acceptance Criteria**:
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- Display dots/highlights on legal squares
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- Update when piece selected
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- Clear when piece deselected
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- Different visual for captures vs moves
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**Dependencies**: F4, F5
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**Blockers**: None
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**Justification**: Greatly improves user experience and learning.
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---
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#### F15: Game Status Display
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**Priority**: P0 | **Effort**: 3 hours | **Value**: Medium | **Score**: 70/100
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**Description**: Show current game state (turn, check, checkmate, etc.).
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**Acceptance Criteria**:
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- "White to move" / "Black to move"
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- "Check!" when in check
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- "Checkmate!" when game over
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- "Stalemate!" for draws
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- Clearly visible and readable
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**Dependencies**: F6, F8, F9, F10
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**Blockers**: None
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**Justification**: Players need to know game state.
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---
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## 3. Phase 2 Features - "Enhanced Experience"
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**Timeline**: 2-3 weeks | **Effort**: 25-35 hours | **User Value**: 20% additional
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### 3.1 Advanced Move Rules (P1 - HIGH)
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#### F16: Castling
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**Priority**: P1 | **Effort**: 8 hours | **Value**: High | **Score**: 75/100
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**Description**: Implement castling (kingside and queenside).
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**Acceptance Criteria**:
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- King and rook haven't moved
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- No pieces between king and rook
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- King not in check, doesn't pass through check, doesn't end in check
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- King moves 2 squares, rook jumps over
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- Works for both sides
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**Dependencies**: F4 (Move history required)
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**Blockers**: None
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**Justification**: Important strategic move, frequently used.
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**Deferrable**: Yes - game playable without, but diminishes strategic depth.
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---
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#### F17: En Passant
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**Priority**: P1 | **Effort**: 6 hours | **Value**: Medium | **Score**: 65/100
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**Description**: Implement en passant capture for pawns.
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**Acceptance Criteria**:
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- Works only immediately after opponent pawn moves 2 squares
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- Pawn captures as if opponent moved 1 square
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- Removes captured pawn correctly
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- Only available for one move
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**Dependencies**: F5 (Pawn moves, move history)
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**Blockers**: None
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**Justification**: Completes chess rules, but rare in practice.
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**Deferrable**: Yes - 95% of games don't use this.
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---
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### 3.2 UI Enhancements (P1 - HIGH)
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#### F18: Drag and Drop
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**Priority**: P1 | **Effort**: 8 hours | **Value**: High | **Score**: 70/100
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**Description**: Allow dragging pieces instead of click-to-select.
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**Acceptance Criteria**:
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- Click and hold to drag piece
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- Visual preview during drag
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- Snap to square on drop
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- Cancel on drag outside board
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- Works on desktop and mobile
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**Dependencies**: F3
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**Blockers**: None
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**Justification**: Intuitive interaction, expected by users.
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**Deferrable**: Yes - click-to-select works, but less polished.
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---
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#### F19: Move Animations
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**Priority**: P2 | **Effort**: 6 hours | **Value**: Medium | **Score**: 60/100
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**Description**: Smooth piece movement animations.
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**Acceptance Criteria**:
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- Pieces glide to destination (300ms)
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- 60fps animation
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- Optional (can disable in settings)
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- Doesn't block UI
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**Dependencies**: F3
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**Blockers**: None
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**Justification**: Polish feature, improves feel but not function.
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**Deferrable**: Yes - instant moves are functional.
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---
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#### F20: Move History List
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**Priority**: P1 | **Effort**: 6 hours | **Value**: Medium-High | **Score**: 68/100
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**Description**: Display list of moves in algebraic notation.
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**Acceptance Criteria**:
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- Show all moves in chronological order
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- Algebraic notation (e4, Nf3, O-O, etc.)
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- Click move to jump to that position
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- Highlight current move
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- Scrollable list
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**Dependencies**: F3
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**Blockers**: None
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**Justification**: Useful for reviewing game, standard in chess apps.
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**Deferrable**: Yes - can play without, but diminishes experience.
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---
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#### F21: Board Themes
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**Priority**: P2 | **Effort**: 4 hours | **Value**: Low-Medium | **Score**: 50/100
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**Description**: Multiple color schemes for board.
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**Acceptance Criteria**:
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- 3+ themes (Classic brown, Blue, Green, etc.)
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- Easy to switch in settings
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- Persists across sessions
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- High contrast for accessibility
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**Dependencies**: F1
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**Blockers**: None
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**Justification**: Personalization, accessibility, but purely aesthetic.
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**Deferrable**: Yes - nice to have, not essential.
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---
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#### F22: Piece Set Selection
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**Priority**: P2 | **Effort**: 3 hours | **Value**: Low | **Score**: 45/100
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**Description**: Multiple piece designs.
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**Acceptance Criteria**:
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- 2+ piece sets (Classic, Modern, etc.)
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- Clearly distinguishable
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- Settings toggle
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**Dependencies**: F2
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**Blockers**: None
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**Justification**: Personalization only.
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**Deferrable**: Yes - can ship with one set.
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---
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#### F23: Sound Effects
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**Priority**: P2 | **Effort**: 4 hours | **Value**: Medium | **Score**: 55/100
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**Description**: Audio feedback for moves, captures, check.
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**Acceptance Criteria**:
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- Move sound
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- Capture sound
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- Check sound
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- Checkmate sound
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- Mute toggle
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- Not annoying
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**Dependencies**: F3, F7, F8
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**Blockers**: None
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**Justification**: Enhances feel but not essential.
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**Deferrable**: Yes - functional without sound.
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---
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#### F24: Flip Board Button
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**Priority**: P2 | **Effort**: 2 hours | **Value**: Medium | **Score**: 55/100
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**Description**: Rotate board 180 degrees.
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**Acceptance Criteria**:
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- Button to flip perspective
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- Smooth animation (optional)
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- Useful for over-the-board play
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- Doesn't affect game state
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**Dependencies**: F1
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**Blockers**: None
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**Justification**: Nice for two players on one device.
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**Deferrable**: Yes - can manually view from other side.
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---
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### 3.3 Draw Conditions (P2 - MEDIUM)
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#### F25: Insufficient Material Draw
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**Priority**: P2 | **Effort**: 3 hours | **Value**: Medium | **Score**: 60/100
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**Description**: Detect automatic draw (e.g., K vs K, K+B vs K).
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**Acceptance Criteria**:
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- King vs King
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- King + Bishop vs King
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- King + Knight vs King
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- Display "Draw - Insufficient Material"
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**Dependencies**: F9, F10
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**Blockers**: None
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**Justification**: Proper rule enforcement, but rare.
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**Deferrable**: Yes - players can agree to draw.
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---
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#### F26: Three-Fold Repetition
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**Priority**: P2 | **Effort**: 6 hours | **Value**: Low-Medium | **Score**: 50/100
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**Description**: Detect when same position occurs 3 times.
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**Acceptance Criteria**:
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- Track position hashes
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- Detect repetition
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- Offer draw (not automatic)
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- Display "Draw available (repetition)"
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**Dependencies**: F3 (Move history)
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**Blockers**: None
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**Justification**: Proper rules, but rare and complex.
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**Deferrable**: Yes - rare in casual games.
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---
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#### F27: 50-Move Rule
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**Priority**: P2 | **Effort**: 4 hours | **Value**: Low | **Score**: 45/100
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**Description**: Draw if 50 moves without capture or pawn move.
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**Acceptance Criteria**:
|
|
- Track move count
|
|
- Reset on captures/pawn moves
|
|
- Offer draw at 50 moves
|
|
- Display "Draw available (50-move rule)"
|
|
|
|
**Dependencies**: F3, F5, F7
|
|
**Blockers**: None
|
|
|
|
**Justification**: Complete rules, but very rare.
|
|
|
|
**Deferrable**: Yes - unlikely in most games.
|
|
|
|
---
|
|
|
|
## 4. Phase 3 Features - "AI & Competition"
|
|
|
|
**Timeline**: 3-4 weeks | **Effort**: 30-40 hours | **User Value**: 25% additional
|
|
|
|
### 4.1 AI Opponent (P1 - HIGH)
|
|
|
|
#### F28: Basic AI (Easy Difficulty)
|
|
**Priority**: P1 | **Effort**: 15 hours | **Value**: Very High | **Score**: 85/100
|
|
|
|
**Description**: Computer opponent with beginner-level play.
|
|
|
|
**Acceptance Criteria**:
|
|
- Minimax algorithm depth 3-4
|
|
- Makes legal moves
|
|
- Response time < 1s
|
|
- Beatable by beginners
|
|
- Some random moves for variety
|
|
|
|
**Dependencies**: All Phase 1 features
|
|
**Blockers**: None
|
|
|
|
**Justification**: **Major feature** - enables single-player mode.
|
|
|
|
**Deferrable**: Only if targeting two-player only initially.
|
|
|
|
---
|
|
|
|
#### F29: Intermediate AI
|
|
**Priority**: P2 | **Effort**: 8 hours | **Value**: High | **Score**: 75/100
|
|
|
|
**Description**: More challenging AI opponent.
|
|
|
|
**Acceptance Criteria**:
|
|
- Minimax depth 5-6
|
|
- Alpha-beta pruning
|
|
- Better position evaluation
|
|
- Response time < 2s
|
|
- Challenging for casual players
|
|
|
|
**Dependencies**: F28
|
|
**Blockers**: None
|
|
|
|
**Justification**: Expands user base to intermediate players.
|
|
|
|
**Deferrable**: Yes - can ship with easy AI first.
|
|
|
|
---
|
|
|
|
#### F30: Hard AI
|
|
**Priority**: P3 | **Effort**: 12 hours | **Value**: Medium | **Score**: 60/100
|
|
|
|
**Description**: Expert-level AI opponent.
|
|
|
|
**Acceptance Criteria**:
|
|
- Minimax depth 7+
|
|
- Transposition tables
|
|
- Opening book
|
|
- Response time < 5s
|
|
- Very challenging
|
|
|
|
**Dependencies**: F29
|
|
**Blockers**: None
|
|
|
|
**Justification**: Nice for advanced players, but niche.
|
|
|
|
**Deferrable**: Yes - most users won't need this.
|
|
|
|
---
|
|
|
|
#### F31: Difficulty Selector
|
|
**Priority**: P1 | **Effort**: 2 hours | **Value**: High | **Score**: 70/100
|
|
|
|
**Description**: UI to choose AI difficulty.
|
|
|
|
**Acceptance Criteria**:
|
|
- Easy/Medium/Hard buttons
|
|
- Visual indication of current level
|
|
- Can change between games
|
|
- Default to Easy
|
|
|
|
**Dependencies**: F28, F29
|
|
**Blockers**: None
|
|
|
|
**Justification**: Essential if multiple AI levels exist.
|
|
|
|
**Deferrable**: No - if AI feature is present.
|
|
|
|
---
|
|
|
|
### 4.2 Game Management (P2 - MEDIUM)
|
|
|
|
#### F32: Player Name Entry
|
|
**Priority**: P2 | **Effort**: 2 hours | **Value**: Low-Medium | **Score**: 50/100
|
|
|
|
**Description**: Allow players to enter names.
|
|
|
|
**Acceptance Criteria**:
|
|
- Input fields for white/black names
|
|
- Display in game UI
|
|
- Persists during session
|
|
- Default to "White" / "Black"
|
|
|
|
**Dependencies**: None
|
|
**Blockers**: None
|
|
|
|
**Justification**: Personalization, but low priority.
|
|
|
|
**Deferrable**: Yes.
|
|
|
|
---
|
|
|
|
#### F33: Game Save/Load
|
|
**Priority**: P2 | **Effort**: 6 hours | **Value**: Medium | **Score**: 60/100
|
|
|
|
**Description**: Save game to resume later.
|
|
|
|
**Acceptance Criteria**:
|
|
- Save current position to localStorage
|
|
- Load saved game
|
|
- Multiple save slots (optional)
|
|
- Auto-save on close (optional)
|
|
|
|
**Dependencies**: F3 (Game state)
|
|
**Blockers**: None
|
|
|
|
**Justification**: Useful for long games, but can play in one session.
|
|
|
|
**Deferrable**: Yes.
|
|
|
|
---
|
|
|
|
#### F34: PGN Export
|
|
**Priority**: P2 | **Effort**: 5 hours | **Value**: Medium-High | **Score**: 65/100
|
|
|
|
**Description**: Export game in standard PGN format.
|
|
|
|
**Acceptance Criteria**:
|
|
- Generate valid PGN
|
|
- Download as .pgn file
|
|
- Include metadata (players, date, result)
|
|
- Can import into other chess software
|
|
|
|
**Dependencies**: F20 (Move history)
|
|
**Blockers**: None
|
|
|
|
**Justification**: Useful for analysis and sharing.
|
|
|
|
**Deferrable**: Yes - can copy move list manually.
|
|
|
|
---
|
|
|
|
#### F35: PGN Import
|
|
**Priority**: P2 | **Effort**: 6 hours | **Value**: Medium | **Score**: 60/100
|
|
|
|
**Description**: Load game from PGN file.
|
|
|
|
**Acceptance Criteria**:
|
|
- Parse PGN format
|
|
- Load position and move history
|
|
- Handle variations (optional)
|
|
- Validate PGN syntax
|
|
|
|
**Dependencies**: F34
|
|
**Blockers**: None
|
|
|
|
**Justification**: Nice for replaying famous games.
|
|
|
|
**Deferrable**: Yes - niche feature.
|
|
|
|
---
|
|
|
|
#### F36: Resign Button
|
|
**Priority**: P2 | **Effort**: 1 hour | **Value**: Low-Medium | **Score**: 50/100
|
|
|
|
**Description**: Allow player to concede.
|
|
|
|
**Acceptance Criteria**:
|
|
- "Resign" button
|
|
- Confirmation dialog
|
|
- Ends game correctly
|
|
- Display "[Color] resigned"
|
|
|
|
**Dependencies**: F9 (Game end logic)
|
|
**Blockers**: None
|
|
|
|
**Justification**: Proper etiquette, but can just start new game.
|
|
|
|
**Deferrable**: Yes.
|
|
|
|
---
|
|
|
|
#### F37: Offer Draw Button
|
|
**Priority**: P2 | **Effort**: 2 hours | **Value**: Low | **Score**: 45/100
|
|
|
|
**Description**: Propose draw to opponent.
|
|
|
|
**Acceptance Criteria**:
|
|
- "Offer Draw" button
|
|
- Opponent can accept/decline
|
|
- Ends game if accepted
|
|
- Display "Draw by agreement"
|
|
|
|
**Dependencies**: F10 (Draw logic)
|
|
**Blockers**: None
|
|
|
|
**Justification**: Etiquette feature, low priority.
|
|
|
|
**Deferrable**: Yes.
|
|
|
|
---
|
|
|
|
## 5. Phase 4 Features - "Advanced & Analytics"
|
|
|
|
**Timeline**: 2-3 weeks | **Effort**: 20-30 hours | **User Value**: 10% additional
|
|
|
|
### 5.1 Time Controls (P2 - MEDIUM)
|
|
|
|
#### F38: Move Timer
|
|
**Priority**: P2 | **Effort**: 6 hours | **Value**: Medium | **Score**: 60/100
|
|
|
|
**Description**: Count time per move.
|
|
|
|
**Acceptance Criteria**:
|
|
- Display time for current move
|
|
- Pause when not player's turn
|
|
- Reset on move
|
|
- Visual countdown
|
|
|
|
**Dependencies**: F6 (Turn management)
|
|
**Blockers**: None
|
|
|
|
**Justification**: Adds urgency, but not standard for casual play.
|
|
|
|
**Deferrable**: Yes.
|
|
|
|
---
|
|
|
|
#### F39: Game Timer (Chess Clock)
|
|
**Priority**: P2 | **Effort**: 8 hours | **Value**: Medium-High | **Score**: 65/100
|
|
|
|
**Description**: Chess clock with time controls (5+3, 10+0, etc.).
|
|
|
|
**Acceptance Criteria**:
|
|
- Configurable time (5min, 10min, 15min, etc.)
|
|
- Optional increment per move
|
|
- Time runs down during turn
|
|
- Lose on timeout
|
|
- Pause/resume
|
|
|
|
**Dependencies**: F38
|
|
**Blockers**: None
|
|
|
|
**Justification**: Popular in online chess, adds competitive element.
|
|
|
|
**Deferrable**: Yes - casual games don't need time limits.
|
|
|
|
---
|
|
|
|
### 5.2 Analysis Features (P3 - LOW)
|
|
|
|
#### F40: Move Hints
|
|
**Priority**: P3 | **Effort**: 5 hours | **Value**: Medium | **Score**: 55/100
|
|
|
|
**Description**: AI suggests best move.
|
|
|
|
**Acceptance Criteria**:
|
|
- "Hint" button
|
|
- Highlights recommended move
|
|
- Doesn't auto-play
|
|
- Can toggle on/off
|
|
- Limited uses (optional)
|
|
|
|
**Dependencies**: F28 (AI engine)
|
|
**Blockers**: None
|
|
|
|
**Justification**: Helpful for learning, but can make game too easy.
|
|
|
|
**Deferrable**: Yes.
|
|
|
|
---
|
|
|
|
#### F41: Move Evaluation Bar
|
|
**Priority**: P3 | **Effort**: 4 hours | **Value**: Medium | **Score**: 50/100
|
|
|
|
**Description**: Show position evaluation (+2.5 for white, etc.).
|
|
|
|
**Acceptance Criteria**:
|
|
- Vertical bar showing advantage
|
|
- Updates after each move
|
|
- Positive = white advantage, negative = black
|
|
- Optional (can hide)
|
|
|
|
**Dependencies**: F28 (Evaluation function)
|
|
**Blockers**: None
|
|
|
|
**Justification**: Advanced feature, intimidating for beginners.
|
|
|
|
**Deferrable**: Yes - analysis feature, not core gameplay.
|
|
|
|
---
|
|
|
|
#### F42: Move Annotations
|
|
**Priority**: P3 | **Effort**: 5 hours | **Value**: Low-Medium | **Score**: 45/100
|
|
|
|
**Description**: Mark moves as brilliant (!), good, mistake (?), blunder (??).
|
|
|
|
**Acceptance Criteria**:
|
|
- Analyze moves after game
|
|
- Display symbols in move list
|
|
- Explain why (optional)
|
|
- Export in PGN
|
|
|
|
**Dependencies**: F20, F28
|
|
**Blockers**: None
|
|
|
|
**Justification**: Post-game analysis, not needed during play.
|
|
|
|
**Deferrable**: Yes.
|
|
|
|
---
|
|
|
|
## 6. Phase 5+ Features - "Market Differentiation"
|
|
|
|
**Timeline**: Future releases | **Effort**: 50+ hours | **User Value**: Variable
|
|
|
|
### 6.1 Online Features (P3 - FUTURE)
|
|
|
|
#### F43: Online Multiplayer
|
|
**Priority**: P3 | **Effort**: 40+ hours | **Value**: Very High | **Score**: 70/100
|
|
|
|
**Description**: Play against other humans online.
|
|
|
|
**Acceptance Criteria**:
|
|
- WebSocket real-time communication
|
|
- Matchmaking system
|
|
- Handle disconnections
|
|
- Reconnect to games
|
|
- Spectator mode (optional)
|
|
|
|
**Dependencies**: Backend server, user accounts
|
|
**Blockers**: Requires significant backend infrastructure
|
|
|
|
**Justification**: **Massive feature** - completely changes scope. Essentially a different product.
|
|
|
|
**Deferrable**: Yes - focus on single-device multiplayer first.
|
|
|
|
---
|
|
|
|
#### F44: User Accounts
|
|
**Priority**: P3 | **Effort**: 20+ hours | **Value**: Medium | **Score**: 55/100
|
|
|
|
**Description**: Sign up, login, save progress.
|
|
|
|
**Acceptance Criteria**:
|
|
- Registration/login
|
|
- Password reset
|
|
- Profile page
|
|
- Game history saved to account
|
|
- OAuth (optional)
|
|
|
|
**Dependencies**: Backend server, database
|
|
**Blockers**: Requires backend infrastructure
|
|
|
|
**Justification**: Needed for online features, but not for local play.
|
|
|
|
**Deferrable**: Yes - localStorage sufficient for local games.
|
|
|
|
---
|
|
|
|
#### F45: ELO Rating System
|
|
**Priority**: P3 | **Effort**: 10 hours | **Value**: Medium | **Score**: 50/100
|
|
|
|
**Description**: Track player skill rating.
|
|
|
|
**Acceptance Criteria**:
|
|
- Calculate ELO after each game
|
|
- Display rating
|
|
- Matchmaking based on rating
|
|
- Rating history
|
|
|
|
**Dependencies**: F43, F44
|
|
**Blockers**: Only meaningful with online play
|
|
|
|
**Justification**: Competitive feature for online play only.
|
|
|
|
**Deferrable**: Yes.
|
|
|
|
---
|
|
|
|
### 6.2 Learning Features (P3 - FUTURE)
|
|
|
|
#### F46: Puzzle Mode
|
|
**Priority**: P3 | **Effort**: 15 hours | **Value**: High | **Score**: 65/100
|
|
|
|
**Description**: Tactical puzzles to solve.
|
|
|
|
**Acceptance Criteria**:
|
|
- Database of puzzles
|
|
- "Find the best move" challenge
|
|
- Feedback on solution
|
|
- Difficulty levels
|
|
- Progress tracking
|
|
|
|
**Dependencies**: Puzzle database
|
|
**Blockers**: Requires content creation
|
|
|
|
**Justification**: Great for learning, but separate from core game.
|
|
|
|
**Deferrable**: Yes - different product mode.
|
|
|
|
---
|
|
|
|
#### F47: Opening Explorer
|
|
**Priority**: P3 | **Effort**: 12 hours | **Value**: Medium | **Score**: 50/100
|
|
|
|
**Description**: Show common opening moves and statistics.
|
|
|
|
**Acceptance Criteria**:
|
|
- Display opening name
|
|
- Show popular continuations
|
|
- Win/loss statistics
|
|
- Master games database (optional)
|
|
|
|
**Dependencies**: Opening database
|
|
**Blockers**: Requires large dataset
|
|
|
|
**Justification**: Advanced feature for serious players.
|
|
|
|
**Deferrable**: Yes - niche audience.
|
|
|
|
---
|
|
|
|
## 7. Feature Priority Summary
|
|
|
|
### By Phase:
|
|
|
|
| Phase | Features | Effort (hours) | User Value | Cumulative Users |
|
|
|-------|---------|----------------|-----------|------------------|
|
|
| **Phase 1 (MVP)** | 15 | 40-50 | 90% | 60% satisfied |
|
|
| **Phase 2 (Enhanced)** | 12 | 25-35 | +20% | 85% satisfied |
|
|
| **Phase 3 (AI)** | 10 | 30-40 | +25% | 95% satisfied |
|
|
| **Phase 4 (Advanced)** | 6 | 20-30 | +10% | 98% satisfied |
|
|
| **Phase 5+ (Future)** | 4 | 50+ | Variable | Market expansion |
|
|
|
|
### By Priority:
|
|
|
|
| Priority | Count | Total Effort | Description |
|
|
|----------|-------|-------------|-------------|
|
|
| **P0 (CRITICAL)** | 13 | 55-65 hours | Unplayable without |
|
|
| **P1 (HIGH)** | 12 | 45-55 hours | Significantly degrades UX |
|
|
| **P2 (MEDIUM)** | 16 | 60-75 hours | Nice enhancements |
|
|
| **P3 (LOW)** | 6 | 80-100 hours | Future consideration |
|
|
|
|
---
|
|
|
|
## 8. Recommended Roadmap
|
|
|
|
### Milestone 1: Playable Game (Week 4-6)
|
|
**Features**: F1-F15 (MVP)
|
|
**Deliverable**: Two-player chess game with all rules
|
|
**Success Metric**: Can play complete game end-to-end
|
|
|
|
### Milestone 2: Polished Experience (Week 8-10)
|
|
**Features**: F16-F27 (Enhanced)
|
|
**Deliverable**: Smooth UI, special moves, draw conditions
|
|
**Success Metric**: 90% user satisfaction, no major UX complaints
|
|
|
|
### Milestone 3: AI Opponent (Week 11-14)
|
|
**Features**: F28-F37 (AI & Management)
|
|
**Deliverable**: Single-player mode with difficulty levels
|
|
**Success Metric**: 80% of users engage with AI mode
|
|
|
|
### Milestone 4: Competitive Features (Week 15-17)
|
|
**Features**: F38-F42 (Time controls, Analysis)
|
|
**Deliverable**: Timer modes, analysis tools
|
|
**Success Metric**: 50% of users try timer mode
|
|
|
|
### Milestone 5: Future Expansion (TBD)
|
|
**Features**: F43-F47 (Online, Learning)
|
|
**Deliverable**: Online multiplayer, puzzles, ratings
|
|
**Success Metric**: Market differentiation, user retention
|
|
|
|
---
|
|
|
|
## 9. Feature Cut Recommendations
|
|
|
|
### If Timeline is Tight, CUT First:
|
|
|
|
1. **F27: 50-Move Rule** (4 hours saved) - Extremely rare
|
|
2. **F26: Three-Fold Repetition** (6 hours) - Rare and complex
|
|
3. **F22: Piece Set Selection** (3 hours) - Pure aesthetics
|
|
4. **F23: Sound Effects** (4 hours) - Nice but not essential
|
|
5. **F37: Offer Draw** (2 hours) - Can just resign instead
|
|
6. **F36: Resign Button** (1 hour) - Can start new game
|
|
7. **F25: Insufficient Material Draw** (3 hours) - Obvious to players
|
|
|
|
**Total Time Saved**: 23 hours (reduces Phase 2 from 35 to 12 hours)
|
|
|
|
### If Targeting MVP Only:
|
|
|
|
**Include**: F1-F10 (Core mechanics + Checkmate/Stalemate)
|
|
**Defer**: F11-F15 to Phase 2 if absolutely necessary
|
|
**Result**: 45-hour MVP instead of 55-hour MVP
|
|
|
|
---
|
|
|
|
## 10. Feature Expansion Strategy
|
|
|
|
### User-Driven Prioritization:
|
|
|
|
After launching MVP, collect data on:
|
|
1. Most requested features (user feedback)
|
|
2. Most used features (analytics)
|
|
3. Drop-off points (where users quit)
|
|
4. Competitive gaps (what competitors have)
|
|
|
|
### A/B Testing Candidates:
|
|
|
|
- **F18: Drag-and-drop vs click-to-select** - Which do users prefer?
|
|
- **F19: Animations on/off by default** - Impact on engagement?
|
|
- **F21: Board themes** - Do users customize or use default?
|
|
- **F23: Sound effects** - Increase/decrease session length?
|
|
|
|
---
|
|
|
|
## 11. Market Positioning Matrix
|
|
|
|
### Feature Comparison with Competitors:
|
|
|
|
| Feature | Our MVP | Lichess | Chess.com | Market Importance |
|
|
|---------|---------|---------|-----------|------------------|
|
|
| Two-player local | ✅ | ✅ | ✅ | Critical |
|
|
| AI opponent | 🔲 Phase 3 | ✅ | ✅ | Very High |
|
|
| Online multiplayer | ❌ Future | ✅ | ✅ | High |
|
|
| Move analysis | 🔲 Phase 4 | ✅ | ✅ (Premium) | Medium |
|
|
| Puzzles | ❌ Future | ✅ | ✅ | Medium |
|
|
| Mobile app | ❌ Future | ✅ | ✅ | High |
|
|
| **Simple HTML game** | ✅ | ❌ | ❌ | **Our Niche** |
|
|
|
|
### Positioning:
|
|
- **Lichess/Chess.com**: Full-featured online platforms
|
|
- **Our Product**: Lightweight, no-account, local-first chess game
|
|
|
|
**Competitive Advantage**: Simplicity, privacy, offline play, no registration required.
|
|
|
|
---
|
|
|
|
## 12. Success Metrics by Phase
|
|
|
|
### Phase 1 (MVP):
|
|
- [ ] 100% of chess rules implemented correctly
|
|
- [ ] 0 game-breaking bugs in testing
|
|
- [ ] <2s load time
|
|
- [ ] Can complete full game in <5 minutes
|
|
|
|
### Phase 2 (Enhanced):
|
|
- [ ] 90% user satisfaction score
|
|
- [ ] <3 UI/UX complaints per 100 users
|
|
- [ ] 60fps on desktop, 30fps on mobile
|
|
- [ ] 50% of users try drag-and-drop
|
|
|
|
### Phase 3 (AI):
|
|
- [ ] AI responds in <1s (easy), <2s (medium)
|
|
- [ ] 70% of users play vs AI at least once
|
|
- [ ] 30% play multiple AI games
|
|
- [ ] AI difficulty progression feels smooth
|
|
|
|
### Phase 4 (Advanced):
|
|
- [ ] 20% of users try time controls
|
|
- [ ] 10% use analysis features
|
|
- [ ] 5% export PGN
|
|
- [ ] Power users play 10+ games
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---
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## Conclusion
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**Recommended Strategy**:
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1. **Ship MVP (Phase 1) fast** - 4-6 weeks, 15 features, 90% user value
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2. **Validate with users** - Get feedback, measure engagement
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3. **Iterate on Phase 2** - Add polish based on feedback
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4. **Build AI (Phase 3)** - Major value add for single players
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5. **Evaluate Phase 4+** - Data-driven decisions on advanced features
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**Key Insight**:
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- 15 features (Phase 1) = 90% of user value
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- 27 features (Phases 1-2) = 95% of user value
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- Diminishing returns after Phase 3
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**Focus on nailing the core experience** rather than feature bloat. Simple, fast, correct chess is better than complex, slow, buggy chess.
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**Don't build online multiplayer unless validated** - it's a 3-5x scope increase and changes the entire product.
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