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1028204 Posts in 41273 Topics- by 32894 Members - Latest Member: Wateranthony

July 30, 2014, 01:16:13 PM
TIGSource ForumsFeedbackDevLogsUltima Ratio Regum - roguelike/Borges/Eco, v0.5 released!
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Author Topic: Ultima Ratio Regum - roguelike/Borges/Eco, v0.5 released!  (Read 36282 times)
Ultima Ratio Regum
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« Reply #30 on: December 26, 2011, 12:54:40 PM »

I am pleased to say that's not the case! Totally random, even down to the materials used to construct cities (e.g. stone where available, wood otherwise, etc). Same goes, obviously, for the civilizations, their locations, and so on and so forth Smiley

I've gone back a bit and added a heightmap in, properly, to the world map. This is enabling hills, more interesting coastlines, and all kinds of other funky stuff.

For instance, a comparison of the same area on the minimap looks like this:



I've uploaded a load of new screenshots and looks at the world in today's devblog entry @ http://www.ultimaratioregum.co.uk/game/2011/12/26/winter-screenshot-update/ - how does everyone think it's looking? Smiley
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« Reply #31 on: December 26, 2011, 02:37:09 PM »

how does everyone think it's looking? Smiley
Very good! Smiley On your blog you said you are going to be working on combat soon.  Are you going to leverage these fine generated worlds to make combat more interesting?  It would add some neat tactical depth when deciding where to attack opposing forces if, for example, there was an elevation advantage. 
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Ultima Ratio Regum
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« Reply #32 on: December 27, 2011, 03:55:46 AM »

how does everyone think it's looking? Smiley
Very good! Smiley On your blog you said you are going to be working on combat soon.  Are you going to leverage these fine generated worlds to make combat more interesting?  It would add some neat tactical depth when deciding where to attack opposing forces if, for example, there was an elevation advantage. 

There's already quite a bit of combat in - a lot of limb detail, and quite a lot of AI - but it needs bringing together, clearing up, and adding to allowing creatures as well as you to move around the world map, not just the local map. Elevation does give a definite advantage in terms of attacking someone on a lower elevation; additionally, those below have trouble seeing those above, so you have an advantage there, as well. Similarly, fighting over rivers has obvious effects, and gaining extra height also makes projectile weapons like bows much more effective.
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« Reply #33 on: December 27, 2011, 01:06:36 PM »

Sounds cool! I figured you had some things in mind, just wanted to subtly coax them out of you. Smiley  I can't wait to see how big battles between armies will look.  Evil
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Ultima Ratio Regum
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« Reply #34 on: December 27, 2011, 05:44:26 PM »

Sounds cool! I figured you had some things in mind, just wanted to subtly coax them out of you. Smiley  I can't wait to see how big battles between armies will look.  Evil

Haha, thanks! The initial alpha is going to focus on the world generation, the combat, and a lot of the wild creatures; after that, I'll be getting started properly on NPCs, armies, cities, and everything on that kind of scale Smiley
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Ultima Ratio Regum
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« Reply #35 on: January 02, 2012, 01:35:35 PM »

Just uploaded this week's devblog entry - all about how 'realistic' I want URR to be, and how realism in fantasy settings ends up working out (for better or for worse). Check it out at http://www.ultimaratioregum.co.uk/game/2012/01/02/the-strange-marriage-of-fantasy-and-realism/
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Ultima Ratio Regum
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« Reply #36 on: January 09, 2012, 02:45:49 PM »

URR now has a sidebar! In-game, it looks like this:



and I've uploaded this week's devblog entry which discusses the UI, and the direction I'm moving in in terms of ease of use, the UI, and getting efficiently around the map Smiley

http://www.ultimaratioregum.co.uk/game/2012/01/09/sidebars-and-scrolling/

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Ultima Ratio Regum
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« Reply #37 on: January 16, 2012, 03:51:05 PM »

New screenshots in today's devblog! Oases, mountains, and magma. Three essential components of any gaming experience.



http://www.ultimaratioregum.co.uk/game/2012/01/17/the-end-of-the-world/
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« Reply #38 on: January 16, 2012, 05:48:00 PM »

Looks fantastic! Thanks for sharing.
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« Reply #39 on: January 17, 2012, 04:44:08 AM »

Thanks for the feedback! Smiley
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Ultima Ratio Regum
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« Reply #40 on: January 23, 2012, 04:19:41 PM »

24/1/2012 devblog entry, this time discussing the fact I'm pretty much redoing the creature system from scratch. It should be much more dynamic, changeable, sophisticated, and (importantly) realistic. Enjoy!

http://www.ultimaratioregum.co.uk/game/2012/01/24/building-a-creature-part-1/
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« Reply #41 on: January 29, 2012, 01:34:48 AM »

Ambitious! But looking good.

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Ultima Ratio Regum
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« Reply #42 on: January 30, 2012, 04:20:25 AM »

Ambitious! But looking good.

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Thanks! I know it is pretty ambitious - I've all but resigned myself to this being a major life-project for the foreseeable future Smiley

New devblog entry about resistances, poison, climate and breaking your neck falling down the stairs. But mainly resistances. I'd be very interested to hear from any roguelike players about their thoughts on resistances, and the only two I've decided to put in the game:

http://www.ultimaratioregum.co.uk/game/2012/01/30/building-a-creature-part-2/
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Ultima Ratio Regum
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« Reply #43 on: February 06, 2012, 08:00:49 AM »

New devblog entry! In it, I talk all about BLOOD in Ultima Ratio Regum. Do you like blood, or know somebody who does? If so, I'd read it. Enjoy!

http://www.ultimaratioregum.co.uk/game/2012/02/06/building-a-creature-part-3/
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Ultima Ratio Regum
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« Reply #44 on: February 20, 2012, 04:28:52 AM »

New devblog entry! Where creatures live, and what humanoid civilizations think of this:

http://www.ultimaratioregum.co.uk/game/2012/02/20/the-secret-lives-of-creatures/

With updated minimap key:

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