A semi-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.
How to gouge a Cyclops's eye; chop off a Hydra's third head; or take off all of a Giant Spider's legs.
Posted by UltimaRatioRegum on Sep 30th, 2011
When I considered the health system for Ultima Ratio Regum, I realised I wanted to move away from having an HP-based system, wherein you have full control of your character at '1' and suddenly die upon reaching '0'. Originally, I was going to have a basic limb system - arms, legs, torso, head. Each limb would have health, but it wouldn't be visible on screen, and would go through a variety of injuries.
However, this was also too simple. Now, each creature - the player included - effectively has an 'inventory' full of all its limbs, allowing me to field as many heads, arms, legs, wings or tails on a creature as I could ever want. The game then figures out how the creature should function (e.g. how many legs can it lose and still walk?) and the creature is modeled appropriately! When a creature attacks another, it picks a limb to attack, just as the player can by scrolling up and down through the menu:
Each limb also consists of multiple parts. A head - assuming it is made from flesh - consists of the head itself, a skull, a jaw, a windpipe, a jugular, zero-to-many eyes, zero-to-many horns, and two ears. The jaw can be torn off; eyes taken out; and all manner of probably PG-13 certificate digitized violence awaits!
I'm now working on allowing weapons to become lodged in creatures. They will soon have the ability to be pushed; twisted; broken off; and other exciting ASCII brutality! You can read more on my devblog, Facebook page, or Twitter feed. The devblog is updated weekly on Mondays, and the Twitter/FB at least daily.