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.

Post news Report RSS Oases, mountains and volcanoes!

A look at the snazzy new procedurally-generated terrain features in Ultima Ratio Regum.

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A quick weekend update for all you IndieDB people. First and foremost, world generation in Ultima Ratio Regum is now *finished*. There are still a few tweaks and minor bugfixes to be done over the next week, but in essence, the whole thing is now done. This means a much greater variety of environment now exist in the game, including the three below:

Standing atop a dune and staring at the oasis below:

Trekking your way slowly up a mountain, as temperate terrain gives way to snow...

The rim of a volcano, and just a corner away from plunging to a horrific, boiling, death.

This now means the focus is going to shift - minor fixes aside - back onto combat, creatures, items, and the things that will be spawning in the world. Firstly, creatures, and updates about these should keep coming over the next few weeks.

You can read more on my devblog, Facebook page, or Twitter feed. The devblog is updated weekly on Mondays, and the Twitter/FB roughly daily. Plus, those who follow will get updates first, and may gain access to the alpha (or particular facets of the alpha) before the general public. Stay tuned, and let me know what you think!

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Bluedrake42
Bluedrake42 - - 574 comments

(buried)

man I hate games like this... you seriously couldn't get a graphic for the player besides the @ symbol?? are you f*cking serious??

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UltimaRatioRegum Author
UltimaRatioRegum - - 307 comments

I am *so* sorry I've offended you! Please let me know if there are any other fundamental changes to my game design I can make to appease you, and I will implement them at once.

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CumQuaT
CumQuaT - - 776 comments

lolrus

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LonelyKnightess
LonelyKnightess - - 841 comments

Because a games graphics matter.

People like you are the reason the gaming market is **** right now, you can not take anything that is fun and good unless you look at it and are blasted with life like visuals. Seriously, go to hell.

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CumQuaT
CumQuaT - - 776 comments

This is looking awesome! Great to see more procedural content in games (mine is procedural as well)

Great work!

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UltimaRatioRegum Author
UltimaRatioRegum - - 307 comments

Thanks a lot! At some point in the near future I'll be starting to work on procgen for towns, cities, villages, and things like that, but now I've got the natural world down, that's going to take a back seat for a bit to designing combat...

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CumQuaT
CumQuaT - - 776 comments

I totally understand. The game I'm doing I've just finished subterranean generation and am focusing on outdoor environments. Hours of fun and games ;)
I'd love to hear what you think of my title, Malevolence: The Sword of Ahkranox! It's here on IndieDB. Our games are quite similar from a back-end perspective (though quite different in execution)

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UltimaRatioRegum Author
UltimaRatioRegum - - 307 comments

Yeah; though I think there are going to be a few subterranean areas, they aren't entirely in keeping with the grand strategy theme, so they are probably going to be few, and huge, and may house underground cities, or similar. But we'll see!

I see what you mean; it looks really good, and I think the idea of a first-person procgen world is a really interesting one. I'll be interested to see how it develops :)

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CumQuaT
CumQuaT - - 776 comments

I like the sound of the underground cities... Can't wait to give it a go!

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HYPERPOWERi
HYPERPOWERi - - 10 comments

I like the ASCII aesthetic. I tend to prefer the symbolized ASCII representation of the world over lo-fi (or even high quality) renders. I'm happy to let my imagination interpret the little @, instead of look at the artist's impression of the main character and the rest of the game.
The concept sounds great as well. Any plans to release an early build?

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UltimaRatioRegum Author
UltimaRatioRegum - - 307 comments

Ditto; I think many similar Indie RPG games and the like that use renders look somehow less approachable and less appealing (though that's just me). I also think this kind of approach adds a lot of visual clarity, and interesting gameplay is a higher priority for me than creating a tileset from scratch.

Thanks - I thought there was a definite army-centric niche that could be filled, and controlling an army when the player isn't omniscient (like in most strategy games) will be interesting. The first alpha build (world, monsters, and items, basically) is looking at some time just before the middle of the year, most likely :)

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TorbenBeta
TorbenBeta - - 8 comments

This could be an interesting game. The screenshots are good looking though I habe a problem with the graphics, that they are so bright that it hurts my eyes looking longer at them (but I do not know whether this is changeable). Will this game be playable only for windows or also for linux/unix?

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UltimaRatioRegum Author
UltimaRatioRegum - - 307 comments

Ah, sorry about that. Hmm. Beyond turning down the brightness of your screen, I'm not sure if there's a way to deal with that. I'll look into it. It will be eventually, but getting it working well on Windows is obviously my priority - plus, I know nothing of Linux/Macs, so that'll require more research on my part before I can start to think about porting :)

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hagamablabla
hagamablabla - - 240 comments

Isn't this kind of like the Dwarf Fortress adventurer mode?

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UltimaRatioRegum Author
UltimaRatioRegum - - 307 comments

I'm focusing on grand strategy and military elements, which Adventure Mode has effectively none of. In terms of scale, a lack of an overt 'plot', there's a definite similarity, but I'll have a lot of elements (primarily the above two) AM doesn't, while AM obviously has things I don't. I'm going for a combination of roguelike and strategy game, and the size of armies/conflicts possible will reflect this : )

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