Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411502 Posts in 69373 Topics- by 58429 Members - Latest Member: Alternalo

April 25, 2024, 03:25:05 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsDwarf Fortress meets The Outer Wilds? "Ultima Ratio Regum", v0.10.1 out Feb 2023
Pages: 1 ... 21 22 [23] 24 25 ... 53
Print
Author Topic: Dwarf Fortress meets The Outer Wilds? "Ultima Ratio Regum", v0.10.1 out Feb 2023  (Read 177670 times)
Ultima Ratio Regum
Level 7
**


Game Studies Lecturer, "Ultima Ratio Regum" person


View Profile WWW
« Reply #440 on: October 25, 2014, 01:30:41 AM »

Actually, now that I think about it, Baldur's Gate 2 had weapon restrictions and they didn't even give a reason.
It was just, "This weapons cannot be used by: Cleric, Druid, Mage."

Looking forward to the next update. Work hard!

Excellent! This week has seen some good coding and some *far* better city centers than the garbage shown last time, though much of the week has been spent house-hunting and being ill. This week's update coming tomorrow...

are the religions just randomly generated or are there "reasons" for why particular rules exist?

Hmm, I'm not sure what you mean by that distinction. They are totally randomly generated, everything from appearance of gods, exclusions, beliefs, holy book etc is selected as random. I need to add in some exclusions - a religion cannot spawn in a desert civ but forbid the crossing of desert, for instance - but I just haven't got to that point on the list yet. A lot of the rules are specifically designed to have gameplay impacts where you might choose/not choose to follow that religion based on the risks/rewards, and the items they promise and their agendas are also part of that. So basically, they are fully random, but with a few exclusions to ensure religions that seem to break their own rules can't generate, and so forth. There's a large set of possible exclusions, agendas, rewards, hatreds, rituals, etc. Does... that answer the question? Smiley
Logged

s0
o
Level 10
*****


eurovision winner 2014


View Profile
« Reply #441 on: October 26, 2014, 10:27:29 AM »

i meant in the sense that certain cultures would be more likely to have a certain type of religion (and i guess vice versa), i.e. cultural traits and religious traits would be linked in some way. i'm not sure how hard that would be to implement but i think it'd add a lot of "flavor" to the generated worlds.

sorry for the late reply, i was busy and forgot  Embarrassed
« Last Edit: October 26, 2014, 11:53:07 AM by C.A. Silbereisen » Logged
Ultima Ratio Regum
Level 7
**


Game Studies Lecturer, "Ultima Ratio Regum" person


View Profile WWW
« Reply #442 on: October 27, 2014, 02:48:37 AM »

i meant in the sense that certain cultures would be more likely to have a certain type of religion (and i guess vice versa), i.e. cultural traits and religious traits would be linked in some way. i'm not sure how hard that would be to implement but i think it'd add a lot of "flavor" to the generated worlds.

sorry for the late reply, i was busy and forgot  Embarrassed

Ah! Hmm. In some ways, yes - as I say, a desert civilization cannot have a religion that is fearful of crossing the desert and so forth, but they are otherwise broadly random. However, a nation's religious policy determines where religious buildings spawn. A "Zealotry" civ will have a religious building in every city district and every town; a "Collective Faith" civ will have religious buildings spread out across the empire, but few centralized; whilst an "Organized Religion" civ will have all of its buildings focused around its capital rather than in distant towns. So they are connected in that regard, and some religions are spread across several civs, and some religions hate other religions (and therefore the civs that worship them!).
Logged

Ultima Ratio Regum
Level 7
**


Game Studies Lecturer, "Ultima Ratio Regum" person


View Profile WWW
« Reply #443 on: October 28, 2014, 03:29:49 AM »

This week's blog entry, cross-posted, with some dubious formatting:

Y’know, looking at city centres now, I’m almost embarrassed by how plain and downright uninteresting they looked last week. Nevertheless, I suppose this serves as a good indication of how much can be done with a week of time, some thought, and some excellent suggestions from my fans (even if a lot of that week was spent house-hunting and a wide range of exciting vaccinations). So, here’s how centres currently look. Those that have a cathedral (a Vatican-esque building, only one exists for each religion, in the home civilization of that religion, and if the religion is a theocracy, then the civilization is ruled from there) look like this:



…whilst those without a cathedral look something like this (the core “wall”/structure is the same shape, you will note, as the corner towers and the gatehouses in each district, which is different for each civ):



There’s a range of buildings here, and each of them I tried to make look visually distinct in order to both add variety, but also add in identification when you may encounter a number of these potentially quite large structures exploring a city centre.

Embassies

City centres contain a few embassies to other civilizations. These are the only buildings with walls around them – I reasoned other civs would want to have some sense of security for their footholds abroad. They also have a pair of flags outside (the white symbols) which will show you what nation that embassy belongs to. I also decided it would be interesting if they used the brick style/colour of that nation, not the nation of the city centre – as you can see in these pictures, this combination and the flags make embassies very easy to identify. At the same time, I had to make sure there were never too many in any one city, so you can’t learn about too many other civilizations at once. There will never be more than three embassies in a city centre, and two is around the average. They also have their own gates leading into the embassy grounds.

Courts

For courts, I found myself thinking about the shape of courts in the real world, and I came across the Star Chamber (mentioned in the Baroque Cycle, a secondary inspiration for the game). From these I decided to have courts roughly follow variations on the shape of a star, some more circular than others, some more pointed than others (though truly circular buildings are generally arenas in lower-class districts). In the first picture the court is the second building in the last column, and in the second picture it is the top-left-most building. These only appear in civs with certain justice policies, and they may be hubs for information like the wanted level of certain NPCs, bounties, and might play a role in any future legal systems that the player can fall foul of.

Guilds

I’ve added guilds. Currently these are mercenary guilds, from which you’ll be able to acquire the most expensive and best allies (vs taverns, slave markets, etc). Fancy recruiting from the Legion of the Black Flame or the Chapter of the Bloody Fist? For these I drew inspiration from real-world guild halls which often consist of several buildings over several layers (there are many where I live in York) – guild halls are thus buildings with many “layers”, and you can see one in the top-left of the first picture, and the second across on the top row in the second picture.

Slave Markets

These will crop up (as you might expect) in slaving civs – they will be closer to the open-air markets in nomadic fortresses than the enclosed shops that predominate in feudal nations. There aren’t any visible here, but they consist of a small number of thick, straight lines, with clear “market areas” at their intersections where you’ll find vendors in 0.8. Where guilds offer skilled and well-trained allies, slave markets will generally offer somewhat less competent allies, but cheap… though that’s not to say some skilled allies might not have been trapped into slavery here and there.

Galleries

Art galleries. These are generally either an L shape (start of third row in picture 2) or a U shape (third down in third column in picture 1). These are similar-ish shapes to stables, but you’ll never find a stable and a gallery in the same district (and galleries, like most other buildings, have signs outside to denote their function). They are going to contain paintings. These are going to be awesome.

Memorials

Several people suggested these, and it fits in very well with the future history-changing mechanics. These were inspired some of the larger real-world memorials which are more like something you walk around, though these also have a “statue” in the middle which will be related to a historical event. In the top picture you can see one third in the top row, and in the second picture one is third on the bottom row. Statue generation will not be fully present in this version, in the interests of actually getting it released before the end of November.

Mints

All city centres have a mint for the bank of that nation – these are similar to banks in that they are built around “blocks” and a square-zigzag pattern. The bottom-right in the first picture and the bottom-right in the second picture give some examples.

Parliaments



For those nations with a democratic preference, they are ruled from Parliaments. They’re based primarily on the UK Parliament building, and have “corrugated” walls, and often clock/bell towers and multiple entrances. Here’s an example from another city on the left. Like many buildings in city centres I would think Parliaments will have some guards patrolling outside them, and might have vaults underneath containing something. This is around a fifth of all civilizations, so parliament buildings are relatively rare buildings to crop up in city centres. Parliaments, like Mints, take up two “blocks” of a city centre, whereas all the other buildings listed here only take up a single block. There are also gardens and lakes around most city centres too, though those particularly packed with buildings may have little room for the greener things in life.

Wonders of the World

There will also be fifteen super-special buildings, approximately one in each city. In a few worlds one or two might not generate, or one or two cities might be without a wonder. These will be buildings that are sometimes in the centre, sometimes elsewhere, which are special and unique (the Panopticon in a previous post) and are to do with the story. More on these as and when.

IN SUMMARY

City centres are now actually interesting to walk around. I need to work on flag generation, but that should be a pretty snappy task. Otherwise they’re pretty much finished. Hopefully next week (or at worst, the week after) I should be able to unveil an image of a complete city, which should look bloody amazing.

A final note. Development is now about… 80% of my activity? I’m not really full-timing it yet, but I’m not far off. There isn’t much more doctorate that needs doing, most of my time is spent waiting for feedback and then sending in more edits. Moving house is, as things always do, proving trickier than expected, but we’re still hoping to move in November. Lincoln (where we’re moving to) seems to be a town inundated with flats with low ceilings, and for someone of my elevation, that is sadly not workable, not to mention that almost every flat seems to come with damned tiny bedrooms. Development is going to stay rapid until then, though, so don’t think the fact I’m not full-timing yet doesn’t mean we aren’t back to weekly URRpdates (I remain oddly proud of that term), because we are!

(Lastly, yes, I do know I switch between the UK/US spellings of centre/center constantly in these entries. FORGIVE ME)
Logged

failrate
Level 1
*



View Profile WWW
« Reply #444 on: October 29, 2014, 07:43:58 PM »

Quote
though that’s not to say some skilled allies might not have been trapped into slavery here and there.
Given your indication of liking the Baroque Cycle, would it be out of order to suggest that the player character might be captured and enslaved as an alternative to dying if they encounter certain enemies?  I've considered it slightly daffy that the only acceptable outcome of a fight between sentient beings in modern video games is certain death for either side.
Logged
Ultima Ratio Regum
Level 7
**


Game Studies Lecturer, "Ultima Ratio Regum" person


View Profile WWW
« Reply #445 on: November 01, 2014, 07:20:56 AM »

Quote
though that’s not to say some skilled allies might not have been trapped into slavery here and there.
Given your indication of liking the Baroque Cycle, would it be out of order to suggest that the player character might be captured and enslaved as an alternative to dying if they encounter certain enemies?  I've considered it slightly daffy that the only acceptable outcome of a fight between sentient beings in modern video games is certain death for either side.

It is not out of order! Indeed, that could be an awesome possibility. I do intend to implement surrendering as an option, and also maiming-but-leaving-alive (some religions like those), so getting enslaved could be a very interesting variation. I'd have to think about how it would work - can all enemies from a slaving civ do that, or just some? You've raised a very interesting point about potential-outcomes-of-combat, though, I'll have to think if there could be some outcomes too...
Logged

Ultima Ratio Regum
Level 7
**


Game Studies Lecturer, "Ultima Ratio Regum" person


View Profile WWW
« Reply #446 on: November 01, 2014, 11:58:46 PM »

0.6 is nearly finished. There's very little left to do - I need to finish off the changes I want to make to market districts (shouldn't take more than a day, or two at the outside) and then it's onto bug fixes, glitches, edge cases, etc. Every city district except docks will be open for visiting this release - I'm leaving docks until we have NPCs and ships going around the world so that I can implement it all in one go. Equally, things like generating memorial statues and so on are going to be left for a little bit. For 0.6 there's quite a lot of small bugs that do need fixing, however, so given the volume of remaining work required - and the fact that for a lot of this month I still need to finish off my doctorate and present at two conferences, one of which is the ProcJam in London - I think a release around the middle/end of November is realistic, with the 0.7 release after that aimed at a much smaller timescale (two months instead of seven, say?). A lot of these bugs are minor fixes, but a few - a particularly stubborn issue with road generation, some strangeness involving territorial expansion, towns not generating properly 100% of the time when they're at the "end" of a road, etc - may take a little longer to divine the causes of.

Anyway, this week I've finished off the remaining procedural graphics for 0.6, which basically means doors. This took me about two days of graphical design. There's now over two dozen different designs for doors when you look them up - the rest of this brief entry is four different screenshots. Two are from feudal cities, one from a polar hunter-gatherer settlement, and one from a graveyard. Some buildings share the same door patterns, though most are distinct and varied. I've also put some finishing touches to city centers, fixed a couple of the easier bugs and some typos, written up a new guidebook entry on "Buildings" for this release, and also done a lot of lore writing/planning which will begin to slowly seep into the game in the coming few releases. Additionally this week I've been submitting a vast number of abstracts to game studies conferences in the coming year, so that's taken up a fair helping of my time too. Without further ado, here's the four screenshots - hope you like 'em, and see you next week.







Logged

s0
o
Level 10
*****


eurovision winner 2014


View Profile
« Reply #447 on: November 02, 2014, 12:35:05 PM »

so getting enslaved could be a very interesting variation. I'd have to think about how it would work

in the open world game

, prison plays out as a (surprisingly complex) text adventure. i thought that was really neat.
Logged
Marchal_Mig12
Level 0
**


View Profile
« Reply #448 on: November 02, 2014, 06:09:38 PM »

I haven't taken the time to read through all the posts but this game looks promising.

I adore the fact that it uses minimalistic ASCII graphics (which looks much more complex than we're used to see btw). It is actually great because it brings us the possibility to imagine the world kind of like in a book. It gives a really unique feel to the game.

I really like the aspect of philosophical idealism, socialism, etc. That you talked about in your initial post. I am really into utopias and the idea of a better world. I think that this part, which might even educate some people adds a lot of deepness to the game. I might be completely off road about that feature, but I am really curious to see how you manage to implant that.

Cheers!

Can't wait to try it.
Logged
Ultima Ratio Regum
Level 7
**


Game Studies Lecturer, "Ultima Ratio Regum" person


View Profile WWW
« Reply #449 on: November 03, 2014, 10:12:36 AM »

in the open world game

, prison plays out as a (surprisingly complex) text adventure. i thought that was really neat.

Hmm, interesting! I'll have to think about URR slavery...

I haven't taken the time to read through all the posts but this game looks promising.

I adore the fact that it uses minimalistic ASCII graphics (which looks much more complex than we're used to see btw). It is actually great because it brings us the possibility to imagine the world kind of like in a book. It gives a really unique feel to the game.

I really like the aspect of philosophical idealism, socialism, etc. That you talked about in your initial post. I am really into utopias and the idea of a better world. I think that this part, which might even educate some people adds a lot of deepness to the game. I might be completely off road about that feature, but I am really curious to see how you manage to implant that.

Cheers!

Can't wait to try it.

Thanks for posting, I'm glad you like the look of things so far! I agree about the unique feel, the idea of the graphical style developed quite organically (and at the start of the project there weren't any graphics at all!). Re: the themes/concepts, I've always been a huge fan of games that can teach you things or get you thinking about things without being "educational games" - the Civilization games on history and technology, for instance, or what Dark Souls shows you about historiography, etc. There's a lot planned on this implementation, and in the coming year those themes are going to start making their way into the game. I'm *really* glad that aspects interests you, as there's a lot on that direction I want to explore.
Logged

Ultima Ratio Regum
Level 7
**


Game Studies Lecturer, "Ultima Ratio Regum" person


View Profile WWW
« Reply #450 on: November 07, 2014, 03:44:48 PM »

Your friendly one-day ProcJam reminder! Myself and a number of other splendid people will be talking on stream between 12:30 and around 5pm GMT tomorrow. My talk is at 3pm. Here's a link with all the info, where to watch the stream, etc - hope to see some of you there! http://procjam.tumblr.com/
Logged

Savick
Guest
« Reply #451 on: November 07, 2014, 04:48:38 PM »

Not a fan of your gradient shading use in conjunction with ascii quality graphics. Then again, I'm not a fan of ascii graphics to begin with, so maybe don't listen to me. 
Logged
Jubjub
Level 1
*



View Profile
« Reply #452 on: November 08, 2014, 07:44:39 AM »

I really enjoyed the talk, I would definitely reccommend you watch it as soon as it gets posted in Youtube if you are interested in world generation at all.

I particularly liked the idea of tracking down artifacts as emergent gameplay, and I can imagine a lot of player-generated stories coming from that.
Logged
Ultima Ratio Regum
Level 7
**


Game Studies Lecturer, "Ultima Ratio Regum" person


View Profile WWW
« Reply #453 on: November 08, 2014, 04:45:08 PM »

Not a fan of your gradient shading use in conjunction with ascii quality graphics. Then again, I'm not a fan of ascii graphics to begin with, so maybe don't listen to me. 

I shall take your second piece of advice Smiley. In seriousness though, I appreciate the honest comment, but to say you're in the minority would be an understatement!

I really enjoyed the talk, I would definitely reccommend you watch it as soon as it gets posted in Youtube if you are interested in world generation at all.

I particularly liked the idea of tracking down artifacts as emergent gameplay, and I can imagine a lot of player-generated stories coming from that.

Thanks! I'll be posting it on my blog/twitter/facebook/etc as soon as it goes up on youtube. I'm glad you liked that concept, it's something I think can be really interesting (though needs a very careful balance between too obscure and too hand-holdy) and pursuing that kind of "mystery" as you move around the world and gather data is going to be one of the core ways to strengthen your URR character.
Logged

Ultima Ratio Regum
Level 7
**


Game Studies Lecturer, "Ultima Ratio Regum" person


View Profile WWW
« Reply #454 on: November 09, 2014, 08:44:08 AM »

Just uploaded this week's blog post in the form of a procjam trip report (and another conference just before it):

http://www.ultimaratioregum.co.uk/game/2014/11/09/procjam-and-london-trip-report/
Logged

failrate
Level 1
*



View Profile WWW
« Reply #455 on: November 10, 2014, 10:26:29 PM »

Yes, that was awesome.  I've always tried to be too clever, maybe, with procedurally generated settings.  You've just straight up rolled a simple content-heavy solution.  I would like to see you go into more detail next time on feeding micro scale events back up.  All in all, good job and thanks for sharing.
Logged
Ultima Ratio Regum
Level 7
**


Game Studies Lecturer, "Ultima Ratio Regum" person


View Profile WWW
« Reply #456 on: November 11, 2014, 03:20:28 AM »

Yes, that was awesome.  I've always tried to be too clever, maybe, with procedurally generated settings.  You've just straight up rolled a simple content-heavy solution.  I would like to see you go into more detail next time on feeding micro scale events back up.  All in all, good job and thanks for sharing.

Glad you enjoyed it! The feeding events back up issue I didn't say much on yet, simply because I've hardly implemented it, and - when NPCs come along in a few months - I need to then actually figure out what kind of code/data structure is needed in order to do it. I'm sure I'll post something about it nearer the ti,e though!
Logged

Ultima Ratio Regum
Level 7
**


Game Studies Lecturer, "Ultima Ratio Regum" person


View Profile WWW
« Reply #457 on: November 13, 2014, 03:47:24 AM »

Good news, everyone: Ultima Ratio Regum's *full-time* development year starts December 5 (ish)! And it will be coded from this building.

Logged

RujiK
Level 2
**



View Profile
« Reply #458 on: November 13, 2014, 11:46:12 AM »

Wuuut? How are you funded? Is it just you working on it? Also what is THAT building?
Logged

jgrams
Level 3
***



View Profile
« Reply #459 on: November 13, 2014, 01:08:02 PM »

I've been wondering that myself since the procjam talk, so I browsed through the blog until I found this: http://www.ultimaratioregum.co.uk/game/2014/07/05/the-big-announcement/

Quote
...through a combination of trying to live frugally and the kindness of a family member, I’ll be able to survive this year. I recognized I could still have tried a Kickstarter instead, and I feel I would have had a high chance of success, but now I’d been given this option I specifically decided not to go the KS route.

On a side note, I wish the blog had the usual archive links...it's annoying having only the sequential navigation...
Logged
Pages: 1 ... 21 22 [23] 24 25 ... 53
Print
Jump to:  

Theme orange-lt created by panic