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 look at a generated Ultima Ratio Regum worldmap; a bit about how it's made; and what comes next.
Posted by UltimaRatioRegum on Nov 18th, 2011
As of several days ago, the world generation for 'strategy roguelike' Ultima Ratio Regum is complete!
An example of a procedurally generated map looks like this:
Each square on the world map is 200x200 squares of the actual map the player walks around on. The world map first creatures two or three continents, then randomises their borders a little bit, which sometimes results in the continents joining back up. Then it spreads out climates and biomes according to how high or low on the map it is. After that, forests are added in a density according to the climate; there are few 'forest' squares in deserts (ie oases) but a huge number in tropical areas. Volcanic islands are then thrown in, followed by valleys, mountain ranges, and rivers flowing out of the mountain ranges to the ocean, lakes, or valleys. What does everyone think? Now I just need to get cities, territories, and things like dungeons/caves/forts etc spawning.
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! : )