The engine used to build this game was a once-off creation, designed explicitly to run this particular title. This is not a real game engine, this is a GENERIC category.

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Blog RSS Feed Report abuse Latest News: Ultima Ratio Regum full-time development begins!

About Ultima Ratio Regum with 0 comments by UltimaRatioRegum on Dec 20th, 2014

Well, it took longer than expected and ran into a million delays (as these things also do), but I am very pleased to announce that from (roughly) now onwards, I will be working full-time on URR for approximately a year. This means my doctorate is no longer my #1 priority (it is effectively finished, and due to be bound and submitted on Jan 31st) and URR my #2, but they have been reversed – my academic work obviously remains important, but development on the game will take precedence for the coming year.

So, what does this mean in practical terms? Well, it should mean four releases this year. My plan is to release 0.7 (building interiors and major code optimization) in March, followed by 0.8 (NPCs!!) in July, 0.9 (strategy, coinage, travel) in September, and 0.10 (combat!) hopefully in December 2015, or just after the start of 2016 if not. It will mean the weekly blog updates will continue with the usual mix of URR updates (90%?) and general game design/history/criticism posts (10%?), and I’ll simply be able to spend significantly more time on coding the game and get through what I want to get through far, far faster than I have over the last three years.

However, there are some contingencies. There are currently several potential academic positions in the works for me, and if/when one of my applications is successful, and when that research project starts, will obviously influence the full length of this full-time development period. As much as I’d like to “guarantee” a full year, the academic jobs market – especially when one is trying to very suddenly change field! – is not to be trifled with, and I cannot with any degree of sanity consider extending to a full year and sacrificing a promising position I would otherwise had taken, if one comes up. As ever I’ll keep you all posted. The other contingency, of course, is that I cannot devote 100% of my time to URR – a significant portion of my time (roughly what I’ve spent on URR in the past few years) will obviously remain on my academic work, for there are a wealth of papers I intend to publish this year and close to a dozen conferences I hope to present at (including hopefully GDC Europe, if all goes well). Regardless, this is a major increase in the time I can commit, and the speed of development should reflect this!

So there we go. Coding development on 0.7 will begin in the next few days once I’ve finished planning out the technical improvements/optimizations, and March is the target for major coding optimization and the generation and storage of every single interior within the current game world (or at least the overwhelming majority, if some turn out to need other releases in place first before they can be designed). I have a few other end-of-year updates lined up for this blog, then regular updates will resume in a couple of weeks.

Last but not least, I just wanted to put up a brief summary of the last week’s 0.6 release. The download rate has been pleasingly rapid, and thus far I’ve had two very, very rare bugs identified, each only by a single person. Given that we hit 1000 downloads within just a little over the first two days (thank you all!) and they haven’t been reported more than once, I feel confident saying these are highly unusual rare bugs. One is in world generation and appears to take place when the game attempts to give a feudal civilization a hunter-gatherer religion (which should be impossible); and the second was a crash at a particular point of worldgen, but with no more information, so that one is sadly just too vague to pursue unless I can get an error log for it. If the person who reported the crash after the “C” and “F” of the worldgen screen is reading this, I need more information! There are a million different functions going on there and an error log is pretty much essential to hunt that crash down. As such, I’ve decided it’s not worth the effort to release a 0.6.1 (unless some major game-breaking bug appears or many more people report these same issues) and to simply push onto 0.7.0 and fix these bugs in the process.

Next week I’ll be posting an end-of-2014 summary of URR’s development (and a couple of other things), and then the entry afterwards I’ll be posting about where we go from here and the plans for 0.7! See you all then. In the mean time, you can keep up to date on my devlog, Facebook page, or Twitter!

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Post comment Comments  (100 - 110 of 121)
kokkokoo
kokkokoo Feb 23 2010, 9:11am says:

it was a lot of fun making aliens vs predator with this but then tho bastard stole it from me!

+7 votes     reply to comment
Isundir
Isundir Apr 23 2010, 1:19am replied:

lol wut who stole the wut from who?

+4 votes     reply to comment
MitchellS
MitchellS Feb 12 2010, 3:12am says:

Most amazing engine ever. Great texture quality!

+4 votes     reply to comment
weasil
weasil Jan 30 2010, 10:40am says:

i dig it!!

+3 votes     reply to comment
211476
211476 Jan 16 2010, 2:24am says:

wow, works on all platforms! from 360 to NES, WOW! :P

+6 votes     reply to comment
Marc1k1
Marc1k1 Jan 14 2010, 7:18am says:

Well, If you wanted to know (I doubt you would but still) most PSP mods that are FPS use a modified Kurok engine/Quake engine the also use WorldCraft 3.3 for mapping (Old but really fun and easy to map with)

+3 votes     reply to comment
Justin123991
Justin123991 Jan 8 2010, 9:25pm buried:

(buried)

How do I download

-5 votes     reply to comment
Prowler9089
Prowler9089 May 4 2010, 3:02pm replied:

It's not an actual engine, it's a category, it's for engines that are made by game developers.

+1 vote     reply to comment
Joe_Shmoe
Joe_Shmoe Sep 24 2009, 2:56pm says:

Yeah, im curious myself if were able to download the engine and modding tools of the above mentioned engines, id like to mod for Linux platform and im realy interested in overgrowths engine, its pretty and it works on Linux =D

I'll probably have to ask the wolfire devs, which i will do once i have a rather proper game idea for a pitch

+4 votes     reply to comment
TKAzA Staff
TKAzA Oct 31 2009, 3:27am replied:

No this is just a list of engines for linking purposes, we are like a catalog.

+3 votes   reply to comment
desp1zer
desp1zer Aug 4 2009, 3:00pm buried:

(buried)

is there a way to download the custom build engine to make indie games off of it?

-12 votes     reply to comment
matt050
matt050 Aug 17 2009, 3:52pm replied:

From the summary:
"The engine used to build this game was a once-off creation, designed explicitly to run this particular title. This is not a _real_ game engine, this is a generic category."

+5 votes     reply to comment
feillyne Staff
feillyne Oct 20 2009, 1:12am replied:

Not a real engine... _-_ Ppl pls read descriptions! :-D (No, no, don't read. ;->)

+2 votes   reply to comment
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