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TIGSource ForumsCommunityDevLogsDwarf Fortress meets The Outer Wilds? "Ultima Ratio Regum", v0.10.1 out Feb 2023
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Author Topic: Dwarf Fortress meets The Outer Wilds? "Ultima Ratio Regum", v0.10.1 out Feb 2023  (Read 176691 times)
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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Ultima Ratio Regum
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« Reply #45 on: February 27, 2012, 02:40:17 PM »

This week's devblog; name generation, and the millions of possibilities it provides. Some great dwarf names and elf ones, but I think the human names might need a little work... thoughts?

http://www.ultimaratioregum.co.uk/game/2012/02/27/whats-in-a-name/
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Ultima Ratio Regum
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« Reply #46 on: March 05, 2012, 03:48:19 PM »

Big screenshot update with a ton of changes! Things are really zooming along now:

http://www.ultimaratioregum.co.uk/game/2012/03/06/the-benefits-of-invincibility/

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Ultima Ratio Regum
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« Reply #47 on: March 12, 2012, 04:21:23 PM »

New devblog entry on SUPERWEAPONS!

But... since URR isn't set in an era where 'superweapons' exist, they're a bit different.

http://www.ultimaratioregum.co.uk/game/2012/03/13/superweapons/
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Ultima Ratio Regum
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« Reply #48 on: March 21, 2012, 03:20:15 PM »

A (delayed) devblog entry - a consultation on speed, strategy, and balancing gameplay. Any ideas would be great!

http://www.ultimaratioregum.co.uk/game/2012/03/19/speed-and-strategy/
« Last Edit: March 22, 2012, 04:52:22 PM by Ultima Ratio Regum » Logged

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« Reply #49 on: March 26, 2012, 08:28:24 AM »

A full URR skills list in today's blog entry!

http://www.ultimaratioregum.co.uk/game/2012/03/26/a-probably-not-final-skills-list/
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« Reply #50 on: April 09, 2012, 02:45:25 AM »

Three delicious new screenshots!

http://www.ultimaratioregum.co.uk/game/2012/04/09/april-screenshots/
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Ultima Ratio Regum
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« Reply #51 on: April 16, 2012, 04:06:02 AM »

New blog entry: in which I break with roguelike tradition.

http://www.ultimaratioregum.co.uk/game/2012/04/16/size-and-roguelikes/
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« Reply #52 on: April 24, 2012, 01:18:30 AM »

A nice little bit of medieval myth and URR game design:
http://www.ultimaratioregum.co.uk/game/2012/04/24/opj/
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« Reply #53 on: May 07, 2012, 02:15:40 PM »

We're back, and with an animated gif, no less! http://www.ultimaratioregum.co.uk/game/2012/05/07/map-generation-redux/

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« Reply #54 on: May 14, 2012, 07:44:00 AM »

Well, we now have a development plan. Give me a shout if there's anything you think should/shouldn't be there for the first alpha! http://www.ultimaratioregum.co.uk/game/2012/05/14/a-cunning-plan/
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« Reply #55 on: May 22, 2012, 03:49:18 AM »

Font sizes, customizing, the options menu, and even implied support for Dvorak. What more could you want?
http://www.ultimaratioregum.co.uk/game/2012/05/22/technicalities/
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« Reply #56 on: May 28, 2012, 04:28:22 PM »

Following on from the large roguelike units, we now have units 'facing' a certain direction. Whatever next?!

http://www.ultimaratioregum.co.uk/game/2012/05/29/the-march-of-progress/
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« Reply #57 on: June 11, 2012, 04:37:31 AM »

Well, here's the longest development blog entry to date, including a ton of stuff on trees, climbing, combat, and that donate button people seem to want (with a massive disclaimer Smiley ). I quite liked doing a longer blog entry after a fortnight rather than a weekly one - what do people think? Anyway, enjoy, spread the word, etc!

http://www.ultimaratioregum.co.uk/game/2012/06/11/climbing-fighting-and-trees/
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« Reply #58 on: June 11, 2012, 06:21:25 AM »

Just chiming in to say I've been following this since last month and am massively hyped. Good luck getting the alpha out!
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« Reply #59 on: June 11, 2012, 03:30:31 PM »

Just chiming in to say I've been following this since last month and am massively hyped. Good luck getting the alpha out!

Thanks to both! Smiley
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