Ultima Ratio Regum is a middle-ground between roguelikes, RPGs and strategy games. It has no fantasy elements and seeks instead to be closer to a realistic history simulator, and a strategy/4x game which just happens to be in ASCII. Combat is rare and deadly - whilst these mechanics are modeled in detail, exploration, trade and diplomacy factors will have just as much effort put into them.
A shot of a new kind of creature, and an animation displaying every stage of world generation!
Posted by UltimaRatioRegum on May 11th, 2012
In the next week, development is going to be spooling up again towards a big push for the first alpha release. In light of this, here's a quick two-part update, which should be followed by more regular updates than usual in the next month or two as a I push to release!
Firstly, monsters. Originally I was intending to stick with the roguelike norm – any creature, whether a Titan or a gnat, takes up just one square on the map. Increasingly, however, I thought this was a terrible idea, so I’ve decided to allow some creatures to be larger. There are many creatures in this class of many different sizes and shapes, but for now, here's a shot of a Dragon (fire has since changed to a gentler diffusion of colours, but Dragons are still about that size). Dragons can, for instance, knock aside trees to aid with pathfinding, attempt to knock down walls, etc:
Secondly, another bit on world generation. Now that world generation is done, I'd wanted to (for some time) produce a gif image of a world being generated. Thus, without further ado, here's a time lapse of a world with all parameters at 'average' (eg terrain, rivers, tectonic activity, etc). Also, since a few people are asking, the world is approximately 80-100km along a side, depending on how large you class a single square as being. It is 40,000 squares by each side (a 'square' being, say, space for one human'), but each one is probably 2-3 metres wide/long.
You can read more on my devblog, Facebook page, or Twitter feed. The devblog is updated weekly on Mondays, Facebook a few times a week, and the Twitter roughly daily. Plus, those who follow will get updates first, and will likely gain access to the alpha (or particular facets of the alpha) before the general public. We're onto roughly TWO MONTHS now until a first 'tech-demo'-esque alpha release. Stay tuned, and let me know what you think!