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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All the remaining default conversation options, and all the remaining expansions, are now complete. I’ve also altered the expansion code such that certain expansions aren’t tied to certain words or sentences within a language and guaranteed to appear whenever that sentence or word is said, but instead they appear with a % chance for every instance of a particularly word or phrase someone in that dialect says, depending on their sentence complexity (as we discussed before, sentence complexity is now tied to individuals, not to entire cultures). Here’s a couple of examples, courtesy of our good playtesting friend, Orangejaw Moonblizzard, and some NPCs who may or may not have had their origins changed using admin commands for the sake of testing (as you’ll notice these replies could not be for the same nation!)…

OJ1

OJ2

Negative Replies

The big thing this week and weekend has been working on negative replies – so, for instance, if you ask “Are we near the desert?”, the default response is “We are near [desert] in [direction]”, or whatever, but obviously a valid option is “We are not near the desert” – and this obviously applies to loads of questions. What if the speaker’s nation has no army, or dislikes art, or have never travelled, or doesn’t know any other civilizations, or lives on a tiny island and knows nothing of the wider world, or doesn’t worship a religion, and so on? We therefore now have a body of negative replies for people to basically say “no”, “that’s irrelevant”, “I don’t know”, or “I don’t care”, in hundreds of thousands of interesting ways!

These negative replies effectively now split up into two categories, which we could usefully call “general” and “specific” negative replies. “General” negative replies include replies like “I don’t know”, “I don’t remember”, “I’d rather not answer”, “I’m not authorized to give you that information”, etc, which can apply to a huge range of NPCs in a huge range of situations. Since the player will run into these fairly often, I’ve made sure that there’s a lot of variation in these general negative responses – although in many cases, of course, there’s only so many ways that you can actually utter some of these things, but here are a few examples.

OJ3

“Specific” negative replies refer to asking a question where the answer is still answering the question, rather than a general answer, but still a negative. For instance, if you ask someone what they think a particular policy in their nation should be, they might reply “I have no interest in politics”, or if you ask someone whether they know any distant cities you might want to visit, they might say “I know of no distant cities” – and so on and so forth. Each of these is often more specific and more varied than the above, so I’m trying to bias people towards using these wherever possible, although they are naturally dependent upon particular cultural/political/religious situations.

OJ4

Crowd Disinterest

You’ll all recall the “conversation interest” idea that URR conversations will have implemented – that unless you ask relevant questions, NPCs will quickly lose interest in talking to you. This is to stop the player just going through every single question one after the other, and to encourage you towards asking sensible, logical and appropriate questions. However, I realized the other day that I can’t just limit this to a specific NPC getting bored; if you have a bunch of general questions you’re asking every soldier, for instance, then you could just go from one soldier over to the next soldier in the barracks and start questioning them, ignoring the questions you already asked Soldier 1, but assuming (quite fairly) that they will probably respond the same way, seeing as both Soldier 1 and Soldier 2 are just default soldiers.

Therefore, I need to implement some kind of “crowd disinterest” solution, and I think I’m going to do this on two levels. On the “local level”, NPCs within a building will see who you’re talking to and what you’re asking them about, and also within a map grid (within your line of sight, or nearby), and will take note of the questions. So if you question Soldier 1 about pointless stuff, and they tell you to go away, then you start asking Soldier 2 pointless stuff, the time it’ll take Soldier 2 to lose interest will be shorter than normal; Soldier 3’s will then be even shorter; and so forth. Then, at the global level, I think we need a system whereby information about the player slowly spreads through cultures/cities/religions/etc in the entire world so that people get some idea of whether they should respond to the player or not. Neither of these systems will be in 0.8, but they definitely need to be there.

Next Week

Remember those two new conversation features I mentioned a while back – replies and counter-questions – and also all those questions that have more complex replies, such as lists? Some combination of those will be coming next week – probably the complex replies, I would think. See you then!

Default Conversation Options, Expansions, Scrolling, Personalities

Default Conversation Options, Expansions, Scrolling, Personalities

News 0 comments

A major URRpdate on sentence and dialect generation with lots of new information, technical specifics, navigation and user interface, and more!

More Natural/Human Conversations

More Natural/Human Conversations

News 2 comments

A big change to the style of conversations and dialects to make them more natural, more human, and more believable!

More Procedural Sentence Generation

More Procedural Sentence Generation

News 2 comments

Another update on procedural sentence generation, creating distinctive in-game dialects, and how conversations work.

Seeing Names, Changing Dialect, Sentence Generation

Seeing Names, Changing Dialect, Sentence Generation

News 0 comments

Huge URRpdate on the dialect system, conversation system, sentence generation, with technical detail, design intentions, and more!

Comments  (0 - 10 of 145)
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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Vladiskov
Vladiskov

third/fourth ?

Okay, what the f***s ar the firist two about then? art desing or music? (or cooding n game desing?)

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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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Vladiskov
Vladiskov

this as a X-4 game would be more like stellaris + more deep cultural background construction, and would be an academic game about how culture changes throught time n science discoveries, conquests, colonisation of new territories, etc o3o

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Aug 25 2016

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Aug 22 2016

URRpdate on generating default sentences, negative responses, etc Ultimaratioregum.co.uk - 0.8's near! #gamedev T.co

Aug 21 2016

RT @myDXMprobIem: gentrification makes me so sick T.co

Aug 21 2016

PCG speech (within PCG dialects) with different people of different moods and NPC classes #screenshotsaturday T.co

Aug 20 2016

Oh, wow, an entire weekend free (aside from a couple of hours this morning) to do nothing but URR coding? LET THE SPEECH GENERATION COMMENCE

Aug 20 2016

RT @radian_: "We are all worshippers of the Dread Gargoyle of the Slate." T.co

Aug 17 2016

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