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.

Image RSS Feed Latest Screens
New screenshots New screenshots New screenshots
Blog RSS Feed Report abuse Latest News: Barracks, Crypts, Stables, Parliaments

4 comments by UltimaRatioRegum on Feb 22nd, 2015

IRDC Stuff

First off: I am organizing the International Roguelike Development Conference (Europe) at either the University of Lincoln, or the National Videogame Arcade in Nottingham (both in the UK), probably at the end of June (27-28). We want everyone - developers, fans, journalists, whoever! If you are interested in attending, please let me know. I'm also giving the "keynote" talk at the North American IRDC (more information here) but the fellow organizing it really needs to know about numbers and those interested as soon as possible. John Harris, writer of the long-running @Play column, is also likely to attend, and I'm in the process of trying to get in touch with some interested North American games academics. Again, if you're in NA and interested in attending, please get in touch with either me (devlog, Facebook page, or Twitter), or the organizer via the Google form on the tumblr link I posted above. It is hugely important that we get some idea of numbers, especially for the NA IRDC, since one has never been successfully hosted in North America before.Now, onto URR (though I'm afraid the above message will likely pop up every few weeks on this blog, since I want to get as many people attending both as possible!).

Crypts

My main focus this week has been on generating crypts. These appear below cathedrals and graveyards, and are quite rare - probably around half a dozen or so will be generated in the entire world. Those below a cathedral are home to religious leaders, saints, holy warriors and the like (assuming their bodies were recovered), and may also contain things like altars, religious archives, and various other things you'll have to seek out for yourself. On the other hand, crypts beneath graveyards are "secular" and focused on the ruling family/house of that nation, so contain past rulers, important figures from that house, and the like, and since that crypt is more public than one directly beneath a cathedral, you may (in 0.8) find some other individuals lurking around there as well. The "segments" that make up a crypt are, like so much else, dependent on the shapes preferred by the civilization, so you'll find crypts with lots of squares, circles, octagons, and various other shapes; they also vary massively in their layouts (I used a modular node-based generation system for these), and their "themes" - for instance, the top crypt of these two has a "desert theme" and sand has begun to flood in; the second crypt has an "overgrown" theme being found in a jungle; and there are several other, rarer, and pretty interesting themes which can affect the entire crypt. I'll probably have these themes spread into other underground areas as well in the future.

Desert Crypt

Temperate Crypt

One interesting feature of crypts (and from this point onwards this will apply to all underground areas) is the lighting system. You see those yellow/orange/red symbols in the pictures above? These are candle stands or braziers, and in-game they flicker between the three colours, and provide light, even if you haven't explored what is between them. This means that you can sometimes spot areas distant in the dungeon which are lit as long as you have a clear line of sight to them, even if you cannot see what lies in-between. Experientially this makes for a very intriguing experience exploring an underground area which is quite distinct from other regions - as you explore you sometimes "catch a glimpse" of a part of the crypt you haven't yet explored, and it makes it feel more like "discovery" than some above-ground areas. Also, in 0.8 onwards unless you have your own source of light your FOV will be significantly reduced, so other lights in the crypt act as "waypoints" to guide you from location to location. The grey ohm symbols, meanwhile, are sarcophagi/cadaver tombs themselves, and I'll be working on the generation of the graphics for those (and their connection to family histories) soon.

Barracks

One of the "small" buildings I worked on this week was the barracks, which spawn in huge numbers in the military districts of feudal nations, and can also spawn in much smaller numbers (but larger buildings) in the rare desert fortresses of nomads. The fortress barracks are on the left, the feudal fortresses on the right. Currently they only spawn beds, but in 0.8 or 0.9 you will also have piles of items for that particularly soldier - armour, weapons, clothing, etc - next to their bed. Doors sometimes spawn and sometimes down; some rare barracks will spawn with chairs or tables in as well as beds; but they're generally pretty compact, though they do have a decent number of different possible layouts (which are always consistent throughout a civilization). I've also (as per an excellent suggestion) made the glyphs for basic floorings (wooden and soil, in this case wooden) much simpler, and darker, to accentuate the contrast with the walls.

Barracks

Stables

Not much to show here. They're stables, aren't they? And stables without horses. What is a stable without a horse? Who knows?

Le stablee

Parliaments

I've also got to work on parliament buildings for feudal nations that have "Representation" as their leadership policy. In this case they are ruled by a President/Prime Minister/First Minister/etc, and this person exists within structures like the Red Senate, the Wise Congress, etc. In 0.8 this person should therefore have a "schedule" of movement between the castle (which will obviously be different for a Representation nation than, say, a Stratocracy ruled by the military) along with an appropriately protective retinue. There are meanwhile four basic layouts for parliaments, and each one then has a wide range of interiors, which also vary according to a number of other civilizational policies (and just general preferences in other ways). They have several floors, and sometimes a bell tower, and as with everything/everywhere else in the game, I've implemented appropriate code to allow them to contain some intriguing hidden secrets. Parliaments will also contain significant histories on the nation in question, lots of important people, and probably also some information on criminals, new laws to be enacted, etc, but we'll figure that out later! As ever, I'm working hard to make sure every type of building looks distinct - admittedly Parliament buildings are pretty damned table/chair-heavy compared to others, but I still think it works (here are horizontal and vertical parliamentary buildings):

Parl1

Parl2

Parl3

And you see those white diamonds? Those are PAINTINGS. Obviously those will be focused in galleries, but you might also find a couple in upper-class houses, parliaments, castles etc, and once I get around to those they will all be procedurally-generated and yield hints about the world. They will serve the same function as statues, but those are both big procedural jobs, so probably... 0.9? Maybe 0.8, but I doubt it, given that NPCs is a pretty colossal/massive thing to work on for 0.8.

(Also, I am aware the middle image looks like the Parliament of Mordor - was just a fluke from a civilization with a dark brick colour, and it was in the tropics, so dark woods are going to be used for the furniture!)

And that's everything. See you all next week for more procedural madness...

Post comment Comments  (30 - 40 of 125)
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 Creator
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
UltimaRatioRegum Creator
UltimaRatioRegum Mar 5 2014, 3:10pm replied:

Well thank you! That really means a lot. I'm still working on the specifics as I'm trying to come up with some more interesting rewards than "your name goes into the name generator database!", and I think I've come up with some good ones...

+1 vote   reply to comment
El_Primeministere
El_Primeministere Mar 8 2014, 4:13pm replied:

Wow good to see this on ModDB (Or whatever the other 'sister site' you can view this on is called), I remember e-mailing you a while ago with some questions pertaining to Python 2.7 and converting it to an .exe. Still looking forward to this a lot :)

Also, it's nice to see you have so much patience for something like this, 3 years is a long time!

+1 vote     reply to comment
UltimaRatioRegum Creator
UltimaRatioRegum Mar 8 2014, 5:03pm replied:

Three years is a scary length of time, there's no doubt about it! I'd say we're approaching the 1/4 point :).

+2 votes   reply to comment
Guest
Guest Jun 9 2014, 11:07am replied:

This comment is currently awaiting admin approval, join now to view.

UltimaRatioRegum Creator
UltimaRatioRegum Jun 9 2014, 11:59am replied:

Thanks for the comment! Yeah, I realize that if I decide to do one, that is a full-time thing for the duration of the month. I do intend to contact some people who've run them - I do know one individual in person who was part of a very, very successful one, but I'm also going to give a few others a shout too. So am I! Thanks for following this far, though :)

+1 vote   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 Creator
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 Creator
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 Creator
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
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
Ultima Ratio Regum
Platform
Windows
Developed By
UltimaRatioRegum
Engine
Custom Built
Contact
Send Message
Official Page
Ultimaratioregum.co.uk
Release Date
TBD
Game Watch
Track this game
Share
Style
Genre
Roguelike
Theme
Realism
Players
Single Player
Project
Indie
Boxshot
Boxshot
Twitter

Latest tweets from

It can take up to a few hours for tweets to begin appearing.

Embed Buttons

Promote Ultima Ratio Regum on your homepage or blog by selecting a button and using the embed code provided (more).

Ultima Ratio Regum
Ultima Ratio Regum
Statistics
Rank
706 of 28,212
Last Update
1 week ago
Watchers
443 members
News
99