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.

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Blog RSS Feed Report abuse Latest News: Fortresses finished!

2 comments by UltimaRatioRegum on Sep 1st, 2014

In the little bits of time I’ve been able to find to code at the moment, I’ve managed to just about finish off all the different fortress archetypes. There are twelve in total – each nomadic civilization decides on one at worldgen that it will use for their desert encampments, and then each is subsequently generated according to the chosen algorithm. They each also handle rivers going through them in different ways – some loop rivers around them, some have rivers go through them, and there’s a fair bit of code handling the placement of bridges and entrances to ensure that no matter your angle of entering the fortress, and the position of the fortress on/off a river, you can always access the entire thing. Some are large, some are small; most have all their components within the walls, but some have spread out beyond the walls; some are well-defended, some less so. The white %s are placeholders for market stalls which I haven’t yet created the terrain type for, and the large “oval” buildings are barracks, the smaller circular buildings in military districts being buildings where you may find particular NPCs of military value.

Here are some examples. Bear in mind that these images don’t show the changes in height, but rather give you an overall plan of how these areas are laid out. The algorithms shown here are the “Concentric Square”, “Circle Lines”, “Star Fort” and “Cross” variations. They’re tremendous to walk around – even without NPCs (two versions away!) one can already tell what they’ll be like once they’re populated.

Now, for a general update. As regular readers may know, I'm moving towards working on this game full-time for a year, but have to finish my PhD first, which is going well. The first third of it is bordering on submission-ready and I’m now working on the middle third. I’ll be moving house to “start” the full-time development year around the first week of October, give or take, and once I do, we’ll switch back to full and detailed weekly blog updates, regular Facebook/Twitter updates and the rest of it. AND 0.6 WILL BE COMING, as the first step to totally finishing the worldbuilding block within a year of going full-time. Once that officially starts, I might even put up some kind of “one year countdown” on the blog to remind me how many days I have left to finish the worldbuilding. It’s going to be awesome, internet friends. Until next time you can keep up to date on my devblog, Facebook page, or Twitter feed. The devblog is updated weekly on Saturdays (or sometimes Sundays), Facebook a few times a week, and the Twitter roughly daily. Stay tuned... 

Post comment Comments  (20 - 30 of 113)
Guest
Guest Mar 2 2014, 2:22pm says:

I wanna play naaaooow... you can even have my money if you want !!!!

+2 votes     reply to comment
UltimaRatioRegum
UltimaRatioRegum Mar 2 2014, 5:12pm replied:

Haha, thank you! Having been developing this entirely in my spare time for the last three years, I'm thinking of a Kickstarter so I can spend a year working on the game full time. Check back in a month or so :).

+2 votes     reply to comment
Spacew00t
Spacew00t Mar 4 2014, 6:47am replied:

I'd plop down a good 25 USD for this game! That art style alone... it's crazy how well you've translated the ASCII experience!

+2 votes     reply to comment
SaschaWillems
SaschaWillems Jun 3 2013, 2:07pm says:

Just wanted to download the last release from your blog, but it seems the download links are broken.

Instead of links I only get [wpdm_file id=26] (which I guess is the link format for your wordpress download plugin ;) )

Any chance of fixing them so people can take a look at the game?

+2 votes     reply to comment
UltimaRatioRegum
UltimaRatioRegum Jun 3 2013, 8:36pm replied:

Looks like you tried in the one minute earlier when I was updating the site's plugins! They're back up now :). This version has been out about six months, and the next version is due out in a month or so.

+2 votes     reply to comment
Sphyrna
Sphyrna Mar 10 2013, 6:10pm says:

Seeing the screenshots, I am immediately reminded of Dwarf Fortress.
I am thoroughly interested how Ultima Ratio Regum will turn out to be.

+3 votes     reply to comment
UltimaRatioRegum
UltimaRatioRegum Mar 12 2013, 3:45pm replied:

Glad you like the look of it :).

+2 votes     reply to comment
Arethrid
Arethrid Mar 6 2013, 3:28am says:

I am kinda hoping to see a playable demo or at least a video of gameplay sometime soon (If actually there's one that I might have missed, please do tell me).
I love the idea of proceduraly generated graphic elements. Procedural game environments are something most gamers are familiar with but I belive procedural graphics that is as stylistic as pre-designed assets is something yet to be explored.
Being a programmer myself, I am always interested to see what other programmers can come up with procedural generation algorithms. I like watching the development of this project not only from a gamer's perspective but also from a programmer's technical perspective.

+3 votes     reply to comment
UltimaRatioRegum
UltimaRatioRegum Mar 7 2013, 9:30pm replied:

There's a playable version on the site with my development blog atm, though it's mostly in early alpha - you can walk around and look at the world, but little else. 0.3 which I'm working on now will have the first 'gameplay'. Glad you like the idea - I totally agree that it's a relatively new/unexplored one, which is a big reason why I'm so keen to do it. The talk I'm going to give at the conference is actually about this kind of generation, both in terms of art/graphics and coding, so I'll be sure to post up a link or something about it when the video's up. Though there will probably be updates before then on the same topic...

+2 votes     reply to comment
Arethrid
Arethrid Mar 8 2013, 7:25am replied:

I found the demo in your blog after posting the comment above.
Looking forward to that conference video.

+2 votes     reply to comment
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Ultima Ratio Regum
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