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1043236 Posts in 42263 Topics- by 33927 Members - Latest Member: audiogeek1

September 17, 2014, 03:36:00 PM
TIGSource ForumsFeedbackDevLogsUltima Ratio Regum - roguelike/Borges/Eco, v0.5 released!
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Ultima Ratio Regum
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« on: October 10, 2011, 03:07:50 PM »

“Ultima Ratio Regum is one of a few ambitious, long-term projects which I think represent the most exciting things about indie game development, about PC games, and about what technology can do for the games of tomorrow.”
- Graham Smith, Rock Paper Shotgun

A semi-roguelike game inspired by the literature of Jorge Borges, Umberto Eco & Neal Stephenson, and the games Europa Universalis and Dark Souls.

The latest build can be downloaded at:

http://www.ultimaratioregum.co.uk/game/downloads/


URR aims to explore several philosophical and sociological issues that both arose during the sixteenth and seventeenth century (when the game is approximately set), and in the present day, whilst almost being a deep, complex and highly challenging roguelike. It explores questions of philosophical idealism, cryptography, linguistics and the writing and formation of the historical record, and will challenge players to hopefully think in ways and about themes that are rarely touched upon by games.



A defining feature of the game is the “procedural graphics” system which allows for the generation of huge numbers of graphical assets – flags, coats of arms, weapons, armour, and everything else – anew each game. A nation with its choice of leadership, its name, its policies, its flag and its religion will never be generated again, making each playthrough unique within a complex web of factions, nations and individuals.



The game thus explores what can be done with ASCII graphics to detail and explore a deep generated world. These graphics are not merely side-dressing – many of them are essential to gathering clues and information to aid you through the world. There is little direct exposition – a central challenge in the game is piecing together the information the player is able to acquire about the game world in order to uncover the path forward. In this regard the game is heavily inspired by the story and world design of the Souls series, especially Dark Souls 1.



Set in the 16th/17th century, the game contains a number of relics of earlier civilizations, which can be explored. These temples and tombs will be full of murals generated according to ancient myths (see the art generation objective), but these murals serve not just an aesthetic purpose – they will give clues to the locations of artefacts, or catacombs containing great wealth. They will also contain procedurally-generated puzzles, mazes, and other challenges, whilst also shedding light on some aspects of the great political and sociological changes going on in the world the game is set in.



Ancient languages can be learnt to give greater insight into murals or ancient texts – there are a number of ancient civilizations in the game that have all but faded from view, and understanding these is key to completing and understanding the game. These languages challenge the player to decipher their meaning and subsequently use this understanding to uncover much of the secret content within the game world.










« Last Edit: May 26, 2014, 07:28:05 AM by Ultima Ratio Regum » Logged

Ultima Ratio Regum
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« Reply #1 on: October 17, 2011, 12:27:23 PM »

I've added this week's blog entry about the huge variety of weapons available in the game (roughly 200,000+), and the way they are balanced. I'd love any feedback on whether they seem appropriately balanced or not: Smiley
http://www.ultimaratioregum.co.uk/game/2011/10/17/weapons-lots-of-weapons/
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Majestic
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« Reply #2 on: October 17, 2011, 01:22:43 PM »

Interesting idea Ultima.

Do you need game music? I am a music composer. I can portray any mood to immerse the player in your game and I can do a wide range of genres
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www.soundcloud.com/majestic8390 - My game music portfolio
For custom game music tailored for your project contact me majestic8390[at]gmail[dot]com
Ultima Ratio Regum
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« Reply #3 on: October 22, 2011, 06:59:04 AM »

Thanks for the offer! I'm still uncertain whether I'm going to have any music in the game at all, but I may be in touch if I decide to put some in Smiley
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Ultima Ratio Regum
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« Reply #4 on: October 24, 2011, 01:01:31 PM »

This week's devblog entry talks about how the character creation system works! I've tried to do something unusual with it by letting you start with items, not just stats, skills, and the like. Would love any feedback - http://www.ultimaratioregum.co.uk/game/2011/10/24/character-creation/
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Ultima Ratio Regum
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« Reply #5 on: October 28, 2011, 06:11:05 AM »

Massive improvement in the map genearation!

Previously, the map was 1,000,000 squares, and took up about a Gb of RAM. I know, horrifically inefficient, but I couldn't find a better storage method. It was far too small for my purposes, but I couldn't find a way to deal with it.

Now, the map is 1,600,000,000 squares - a 40,000 by 40,000 grid - and takes up only a few hundred MB at the outside. Now the world is vast, and has more than enough room for all the civilizations, dungeons and castles you could want...
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« Reply #6 on: October 28, 2011, 06:28:59 AM »

This sounds really cool, complex, and highly ambitious.  Good luck with finishing.  I can't wait to see how this turns out! :D

Also, the Commodore PET is awesome.  Best computer of all time.
(for archival purposes note that I am referring to your avatar).
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Ultima Ratio Regum
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« Reply #7 on: October 29, 2011, 07:05:35 AM »

This sounds really cool, complex, and highly ambitious.  Good luck with finishing.  I can't wait to see how this turns out! :D

Also, the Commodore PET is awesome.  Best computer of all time.
(for archival purposes note that I am referring to your avatar).

Thanks! Made a lot of progress on world generation today, too, and will probably end up showing it in my devblog at some point in the near future.
I never had a PET (this image is one I simply like a lot), but I did have a Commodore 64, and I still have it and a couple hundred games for it! Some are pretty obscure, but I'm not someone to sell off (or keep) intact the older, more obscure things; why have them if you're not going to play them? Some truly outstanding games on that machine...
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Ultima Ratio Regum
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« Reply #8 on: November 04, 2011, 02:42:59 PM »

Here's a spoiler of the World Map:



It's... pretty big. A lot more information can be found http://www.ultimaratioregum.co.uk/game/2011/11/01/world-map-and-battlefields/ in my latest devblog entry. Contains stuff about world generation, battlefields, and how the player actually moves around the map!
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Paul Jeffries
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« Reply #9 on: November 04, 2011, 04:19:14 PM »

This looks pretty cool.  How is the strategy side of things going to work?  Will you have direct control over individuals or will it work in a more indirect dwarf-fortressy kind of way?
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« Reply #10 on: November 05, 2011, 04:03:09 AM »

This has potential to be very interesting given the right execution.
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« Reply #11 on: November 05, 2011, 05:48:12 AM »

A game that aims to target an unused niched within a sub-niche of a niche game?

 Crazy Niche-ception
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Ultima Ratio Regum
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« Reply #12 on: November 06, 2011, 04:56:15 AM »

This looks pretty cool.  How is the strategy side of things going to work?  Will you have direct control over individuals or will it work in a more indirect dwarf-fortressy kind of way?

Thanks! You can give orders to those below you, and they will carry them out to the best of their ability. If you control two battalions, and each one contains squads, you can give orders to the battalions, and those in charge will then issue appropriate orders down through the squads. You cannot literally tell Unit X to move to Square Y, both for the reasons above, and because they have a sense of self-preservation and will not just blindly follow your orders Smiley

This has potential to be very interesting given the right execution.

Cheers Smiley - hopefully it'll work out how I envisage it.

A game that aims to target an unused niched within a sub-niche of a niche game?

 Crazy Niche-ception

Yep! But then, I think roguelikes (and similar games) have way more appeal these days than they did in the past, strangely enough.
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Ultima Ratio Regum
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« Reply #13 on: November 07, 2011, 03:06:38 PM »

New devblog entry - the role of bosses in Ultima Ratio Regum! Which is to say... well, you'll have to read and find out. All manner of weird and probably-not-wonderful creatures await...

http://www.ultimaratioregum.co.uk/game/2011/11/07/on-bosses/
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« Reply #14 on: November 07, 2011, 03:53:49 PM »

Sounds good! Smiley
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« Reply #15 on: November 07, 2011, 08:43:51 PM »

i think we both have similar ideas about certain elements of combat
ill be watching this
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Ultima Ratio Regum
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« Reply #16 on: November 08, 2011, 10:22:27 AM »

Thanks both! Let me know if you have any feedback on the thoughts so far; I'm very keen to get other perspectives Smiley
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Ultima Ratio Regum
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« Reply #17 on: November 14, 2011, 04:05:40 PM »

So, I've spent the past little while working on world generation! I've finally got it to a point where I'm pretty happy with the world map.



Check out the latest devblog (with a full size version) @ http://www.ultimaratioregum.co.uk/game/2011/11/15/cartography-in-the-land-of-ultima-ratio-regum/. Let me know what you all think Smiley! Now I just need to get cities, territories, and random things like caves, dungeons etc spawning. That shouldn't take anywhere near as long, though...
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Ultima Ratio Regum
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« Reply #18 on: November 21, 2011, 03:29:14 PM »

New devblog entry @ http://www.ultimaratioregum.co.uk/game/2011/11/21/to-quest-or-not-to-quest/! Some talk about 'quests', individuals, factions, and why there's no such thing as an Ultima Ratio Regum quest journal. Let me know what you all think! Smiley
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baconman
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« Reply #19 on: November 25, 2011, 08:07:36 AM »

There's this thing about questing in adventure games now, where you're always going off to get stuff for other lazyasses, in return for some modest thing you could easily just buy with the cash you got for looting the place to begin with. But this beckons the question to me:

Why are you digging this stuff for other people, rather than simply going out to get something for yourself?
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