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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. URR aims to eventually be a fusion of roguelike and strategy two genres - rather than a strategy game where you command with omniscience (even in ancient eras), you instead command as an individual character also in the game. Orders must be issued in person; you can lose contact with distant armies; but the same mechanics affect the AI players who also lack omniscience and depend upon the knowledge of situations they themselves can garner. Worlds can be generated over a vast array of sizes, climates and types, but all ultimately with no fixed objective but a world full of civilizations and factions to be allied with or battled against. It aims for depth in character development and world events, but with much in the 'middle' - constructing buildings, city growth, resource management - abstracted out (as other games exist which handle those well). Political and social dynamics will be modeled via a complex system that aims to generate both a history for the world, and the current state of political affairs when your game begins.
0 comments by UltimaRatioRegum on Mar 5th, 2013
Things are progressing further for 0.3, the first URR release with some actual gameplay! I've created about half a dozen new block designs, and I've started the level generation for ziggurats. The current situation is that you can find your way from the bottom floor, to the top, via a number of procedurally generated riddles and puzzles, which have a selection of blocks, pressure pads, gates, clues inscribed on the wall, and the puzzles get tougher and tougher as you go upwards. The gate-pad-block triumvirate is coded fully, and can be expanded to any potential puzzle. Currently only the easiest levels of puzzle generate (2-4 blocks), but I'll be working on tougher ones in the near future.
Naturally, in the future there will be much more there, but each thing would require new mechanics. If I want treasure rooms, I need an inventory system; if I want bosses, I need an NPC system; etc. You get the idea. So, for now, they will be puzzle-focused, but completing specific ziggurats will give you... let's be vague... a component of a clue, and when you have enough of the components, then there will be some hints towards what later versions will hold. That's vague enough for now. There will be things to "accomplish" this release, but many will hint towards later offerings.
For those who don't follow on Facebook or Twitter, I'm aiming for the summer of this year for this release (probably/hopefully the most new content yet), to coincide with a talk I'll be giving at the International Roguelike Developers Conference. I'm not sure what exactly will be in 0.3 yet in gameplay, but there will at least be puzzles to ponder, and something snazzy to find on the top floors of the ziggurats. In the mean time, here's a picture of the "skull" block. I can't recall how many different procedural variations of this image are possible, but it's probably around a dozen:

You can keep up to date on my devblog, Facebook page, or Twitter feed. The devblog is updated weekly or fortnightly on Mondays, Facebook a few times a week, and the Twitter roughly daily. Any thoughts, please leave them in the comments! Version 0.3.0 is now in the works, and will generate languages, myths, histories, coats of arms, flags, and entire civilizations. It'll be a big one, but I'm hoping to keep the updates coming regularly. Stay tuned...
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I am looking forward to see this project's final version :)
Looks like a very ambitious game and highly interesting. I downloaded 0.2.1 and played around a bit. One thing that I noticed was the frequent loading pauses in the game (to load zones, I assume?), which can be bothersome after a while. Oh and the game crashed for some reason. Are you interested in crash logs to be emailed to you?
Re: loading, yes, loading does happen often. However, it seems much more often because there is nothing "to do" yet, so to speak - if you're spending half an hour on a single map grid, the odd loading screen shouldn't be a trouble, whereas just running across a map grid is going to trigger another load screen very quickly. Yes, please, absolutely re: the crash log, and info about OS as well :)
I would like to ask if possible about the language implementation in the game. What are your plans for this? How are you going to do this? As a student of languages it really interests me.
Thanks for the question! Well, a longer explanation is going to go up on a blog entry in the future, but here's the brief one. The game produces two kinds of languages from scratch, either based around syllables (so it will generate a database of syllables for that language, like 'car' or 'ur' or 'ab' and piece them together into words) or based around chances of letters, so a language might have 'z' as its most common letter and 'h' as second, so it'll have a preference for those, and same goes for vowels. Each produces visually different languages. The ancient languages in the game do not use a Latin alphabet, but I'm not saying any more about those for a while! If an NPC says a word to you in another language, the game first checks if you know it - if so, it is translated - if not, it checks if a non-English word for that English word yet exists in that language's dictionary. If yes, it uses that word (so 'the' will always be translated the same), if no, it creates a word, checks that word is unique, then adds it to the dictionary. I know this means that all languages have the same grammar/syntax/whatever as English, which is far from true, but from a gameplay perspective I felt they had to keep the same structure to help the player make sense of half-translated sentences, and also because a system for the game recognizing adjectives, nouns, verbs etc and re-ordering them would be a) immensely complex, b) unnoticeable to a player looking at a non-translated language, and c) would prevent the player making informed guesses at unknown words. Shout with any more questions :)
That is a very interesting way of generating languages... I shall be keeping an eye on this for sure!
So, will the player character have to learn new languages in order to communicate with others?
Oh My Gosh O.o
I apparently cannot just post :), but please nevertheless accept my appreciation for your comment!
Unsolicited advice from a fellow dev: Constraints are what make us the most creative, and produce the best games/movies/whatever. When you're free to just shovel anything in, it may be interesting in the moment, but not make a good game.
Good luck! I already like how you used ASCII - much more elegant than some other implementations.
Very interesting, and I understand what you mean. I hope people would/will tell me if/when that happens, but at the same time, this is a *long* project. Anyway, thank you re: ASCII - glad you like it.