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

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I’m pleased to report a nice big (if two-day delayed) URRpdate this week! Lots of progress has been made in the last fortnight, and now we can scroll through all the standard options for each conversation options, with an appropriate pairing of colours to denote whether you know how to say it in the dialect you’re currently speaking (if you don’t and you select that option, it will say it in your home dialect, thereby “giving you away” somewhat if you pretending to belong to a different culture); and in the future I might add a language layer as well, assuming I come up with a good mechanic for language-learning and language-based gameplay.

So, firstly, here’s now the conversation menu looks now, with and without a scroll bar. I’m still finishing off the coding on the scroll bar as these things are really just remarkably awkward and difficult to program in well, especially when you have options that can take up multiple lines and change size, and be sorted into windows of different sizes depending on the player’s selected options. Nevertheless, screenshots/gifs:

Conv1

Conv2

These are all, of course, only the default options, as the system for implementing extra questions is not yet in place, but will be soon! So as you can see, we’re going for a two-part colour coding here: green and white means that you’ve got the knowledge to say that in the chosen dialect (obviously you can say everything perfectly in your home dialect, otherwise you’d be in serious trouble!), red and grey means you haven’t. For looking at dialects, the currently-selected dialect shows up with a blue diamond and all the other dialects you know anything of have a red ‘X’. When you’re in the “Challenge” and “Smithing” options and the other options that have two windows, selected/rejected options will be displayed the same way; when you’re trading, which has three windows (your trade goods, selected trade, their trade goods), the items in the middle window will have a < or > arrow next to them showing which person of the two trading parties (i.e. you and the person you’re talking to) they came from.

Now, some techy stuff. When the world is generated, the game now has an (in the process of being written) list of every possible question archetype. There will probably be somewhere between one and two hundred default questions, at a guess, and finishing these off is one of my tasks for the coming week. As for questions that are generated? Well, every question of the sort “What do you think of [work of art]?” will simply be a variation of a default “What do you think of a specific work of art?” question, and once that question is learned the player will be able to ask about any work of art. Those meta-level questions are not present in this initial list, since one would never ask “What do you think of a specific work of art?” without stating the work of art in question, but they are also stored, albeit in separate lists. I am still calculating exactly what the best way to store the player’s dialect knowledge of these meta-questions, but I expect we’ll have a large list of meta-level questions – since there aren’t that many (ask about an artwork, a city, a town, a book, a poem, etc) I think they should be stored fine in their own list.

farewell

You’ll note a “gap” between the top and bottom lists; the bottom list is for question topics that only show up when you talk to particular classes of NPC, whereas the top lists apply to everyone. Of the two special instances shown in the above picture, for instance, the “tombs” questions apply to priests and archivists in cathedrals, whilst the “harvest” questions (as you might expect) apply to farmers. In turn, each question in each category has a list added onto the end of it, which contains a set of numbers, relating to which dialects the player does/doesn’t know how to ask that particular question in. This system obviously requires me to type out all the standard question forms – which I’d have to do anyway, regardless of system! – but works very rapidly in the speech system when listing possible statements and whether they can be said in a particular dialect. Upon a particular sentence being selected, the game will then translate the overall question into a specific question for that dialect – so “Who built the tombs?” might become “By the efforts of what craftspeople were these tombs carved?”, or “What people created these great crypts?”, or “Under what ruler were this tombs mined out?”… and so forth, and the same then obviously applies to every possible question, including the generated ones. As well as finishing all the question lists, the other goals for this week are ensuring the scroll bars work correctly, storing the meta-questions, properly allowing the player to switch dialect, and allowing the player to start typing something and then have the list of potential questions adjust themselves based on the “search” – as we discussed before, this is going to be *vital* for some of the really long question lists.

Fortresses, Conversations, and Bugfixes

Fortresses, Conversations, and Bugfixes

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Lots of progress on conversations, fortresses, fixing bugs, and other small changes!

NPCs, Playtesting, Speech and Dialects

NPCs, Playtesting, Speech and Dialects

News 2 comments

A massive update as we finally approach the release of 0.8 - lots of bug-fixes, the conversation window, how dialects will work, and more!

The Final AI Update for URR 0.8

The Final AI Update for URR 0.8

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The final major AI update for the new version of URR, now a year in development. Castles, bug-fixes, and more!

Castles and Bugs

Castles and Bugs

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We're within a week of the URR 0.8 interim playtesting release, after a full year's work, and here is a big update on castle AI and NPCs!

Comments  (0 - 10 of 143)
Guest
Guest

Is there more to this game than just its goal about the conspiracy? Am I able to get invested in the world? Become involved in its affairs not just with quests? Maybe work for a farmer, live with him, talk to him, have things happen to this farmer that may result in some new dialogue options as the game progresses. You could do a regular job system, but I want to really feel a bond with these people, like I really belong in these places, and that I really fit in to these places.

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UltimaRatioRegum Creator
UltimaRatioRegum

Hmm, thanks for the interesting question. It's not a sandbox, if that's what you're asking - it's a huge and detailed world, but also one with a distinct set of objectives and mysteries. I feel as if making another sandbox is just duplicating Dwarf Fortress, but a huge and detailed world with a totally different set of mystery-esque objectives is something very different. So you'll be able to become involved in the world's affairs, but as part of the path towards uncovering the conspiracy.

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Guest
Guest

The one game that is doing Dwarf Fortress killing the right way.

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UltimaRatioRegum Creator
UltimaRatioRegum

Why thank you :). Though my objectives remain a tad different!

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XongaLonga
XongaLonga

I guess this game will not be release for PS4 and XONE because this consoles can't sustain 60fps and 4k. By the way, what is the minimum requirements? The game is playable with this specs?
CPU: i7-5870k
RAM: 64GB DDR4
GPU: 4x GeForce Titan sli

I'm just kidding. Nice job! It's amazing how this simple graphics make the game more interesting. Sometimes less is more.

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UltimaRatioRegum Creator
UltimaRatioRegum

Hahaha, this comment made me laugh. Thanks! Very glad you like the graphics :)

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Monochrome_
Monochrome_

Are there any plans for releasing the source code for this in the long run? Quite frankly, the amount of complexity, effort and zeal put into this could've be used as a lesson to all gaame and roguelike programmers.

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UltimaRatioRegum Creator
UltimaRatioRegum

I'm afraid not - it's closed source now and I intend to keep it that way (though I appreciate the compliment!). What's far more likely is that in a coupe of years my third/fourth academic book will be a procedural generation one.

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Guest
Guest

Is this a 4X game? I'm a bit confused since a lot of sites describing it refer to it as 4X but it sounds closer to Dwarf Fortress's adventure mode. Is it like DF where there is also a strategy mode where you can control and manage one of the generated civilizations?

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UltimaRatioRegum Creator
UltimaRatioRegum

It was originally envisaged as a 4X but has changed immensely, and there are some outdated sources which still say that which I haven't got around to changing. But it is much more akin to DF's adventure mode than anything 4X-esque.

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