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: Policies and City Nicknames

4 comments by UltimaRatioRegum on May 10th, 2015

This week I haven’t been able to get any coding done, and the same will sadly be the case for the next seven days – I’ve been finishing off an academic book chapter due in very shortly, as well as doing some writing for various online game publications (links will be posted here once my pieces are published), and also writing three different conference presentations for three talks I’m giving at DiGRA in Lüneburg next week (so once I upload that, and my previous set of talks, I’ll be uploading six sets of slides for your perusal! I’ll get around to it folks, I promise). So, this week and next week we’re going to talk about some of the more abstract intentions/plans for 0.8 onwards, then hopefully after that we’ll be back to specific updates once I get working on 0.8 again upon returning from Germany (week of the 18th onwards). Two big abstract/worldbuildy changes in this release alongside the development of NPCs (!!) are policies, and nicknames, so let’s talk about these.

Policies

During the development of 0.7, I found myself making a major change to how national policies work. Originally the idea was for them to give abstract benefits to the player – one policy might yield a player who belongs to that nation extra strength, for example – but I found this increasingly uninteresting. So much of the game’s mechanics are meant to be about figuring out and understanding the generated world, and I realized it would be a lot more interesting if policies directly affected what spawned in each nation – so the macro of a nation’s political ideologies and policies then determine what buildings appear (or not) in cities, towns, within buildings, etc.

User Posted Image

So, a pretty simple key. Green effects are policies which don’t relate to shops; yellow policies relate to types of shops which can spawn in that nation; which the red ?s, funnily enough, are policies I haven’t thought of a good effect for (any ideas?). Escort Cavalry is a nomadic-only policy, and Chiefdom is a hunter-gatherer only policy, but aside from those, any of these policies can spawn for any feudal nation (Monastic is in red because it is a new policy I haven’t yet added to the game or created an image for). At the bottom you’ll see two binary possibilities: from 0.8 onwards, nations will either be slaving nations or won’t be, and nations will either use gunpowder weapons, or won’t.


With this system policies will therefore seriously affect (I hope) a player’s path around the world and choosing which nations to visit, knowing that certain shops will only appear in certain nations, some will be more/less hostile to foreigners, some have different systems for payment (or not) when moving around cities, some nations will have different punishments if the player decides to commit a crime within their land, etc. Should add an interesting level of grand strategy to the player’s movement, and be a lot more interesting than “abstract policies” which affect the player, but fail to distinguish between nations.

City Nicknames

Credit for this idea must go to Retropunch on the Bay12 thread for URR. He suggested that I could add some distinguishing factors to cities which both make them stand out more from each other, and add the potential for nicknames. In this release I’m aiming to add this in over a dozen ways to make cities more distinct, and add in another “clue” – i.e. the nickname – by which cities might be identified. This means the generation algorithm for a small number of cities will be tweaked to ensure that something very noteworthy spawns in/around/throughout a given city, and then an appropriate nickname is generated. Some examples:

City with many slums: “City of the Downtrodden”, “The Evergrowing City”, etc

City with many gardens: “The Flowering City”, “The City of the Hundred Gardens”, etc

City near volcano: “The City of the Inferno”, “The City of the Red Mount”, etc

Slaving city: “The City of the Masters”, “The City of Shackles”, etc

City with many statues: “The City of Stone Watchers”, “The City of the Grey Men”, etc

And so on. I’ve got around fifteen ideas so far for feature/nickname combinations (you’ll be able to find the rest in 0.8!), so maybe five cities per playthrough will be granted some unique “overlay” (like lots of gardens, lots of statues, etc) and a nickname to go with it. So then the player will sometimes be told “Travel to [ City Name ]”, but will instead sometimes be told “Travel to [ City Nickname ]” – a small thing in gameplay terms, but something which’ll add some nice extra variety to the world’s cities and help the player remember which city is which. The idea of the nickname in general seems like something very promising, so I’ve also been working on adding nicknames to other things in the game, primarily rulers and important historical figures, and also noteworthy living figures the player will be engaging with, and it’s those I’ll be talking about next week!

Post comment Comments  (30 - 40 of 129)
ChickenDelight
ChickenDelight Apr 13 2014, 11:57pm says:

DO NOT WANT.
DO NEED.

+2 votes     reply to comment
UltimaRatioRegum Creator
UltimaRatioRegum Apr 14 2014, 7:50pm replied:

MUST DOWNLOAD!

+1 vote   reply to comment
SacredWaste
SacredWaste Jun 4 2014, 5:41pm replied:

WHERE DOWNLOAD MUST NEED
- I FOUND IT

+2 votes     reply to comment
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
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
Last Update
2 weeks ago
Watchers
470 members
News
107