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: Markets redone, 0.6 release coming!

5 comments by UltimaRatioRegum on Nov 15th, 2014

Just a quick one this week. First off, I've finally found a place to move to for URR's *full-time development year*, which is this lovely building:

Brew

The intention is to move on the 3rd/4th of December, so we can therefore say my full-time development year will be starting on the 5th of December! More information nearer the time. I've also been planning my travels in this coming year and there are potentially a lot of places I'm going to be visiting to give talks (including this year's roguelike conference, unless it ends up in North America), so more on those as and when - I've loved meeting fans in the past, so it would be awesome if anyone was based near some of the places I'll be travelling to.

More immediately, I've redone market districts. The playtesting I've been doing has shown a serious issue in the navigation of market districts above all others - it was very unclear what the boundaries of the district were, it took a long time to find all the shops, there wasn't much else to look at within the districts, and (quite simply) there were just too many damned shops. Here's what they used to look like:


As you can see, there's a huge number of shops (the normal buildings) and warehouses (the enclosed/walled buildings), but it's not clear if you'd have missed one or not without exploring the entire district because they are so spread out. That means optimal gameplay within a market district is uncovering the entire thing rather than having some idea where to go for the shop you wanted, and that's just not on. Instead, I decided to blend market districts with some of the housing districts, to create something like the version below. In this model (there's naturally a large number of variations) the markets and warehouses that service them are placed in a pattern in the middle of the district. All the patterns make it very clear when you walk around them when you have "exhausted" the shops that district has, and also, this new contained version allows me to simply have fewer shops in a market district. They can now spawn with 7-10 shops (towns have only 1-3 shops, heavily biased towards 1 or 2), and always spawn with a currency exchange (the diamond building) and an auction house (the flattened cross building).

New_S

These both look a lot better, and more importantly, play a lot better. As above, there's never uncertainty once you've seen every shop there is to see, and the smaller number will make the variations in shops between market districts much more significant, as in the past most districts contained most shops, which doesn't really fit the scarcity gameplay mechanics one is used to from roguelikes. Alas, that's everything for this week, but we're only about a fortnight to the release of the colossal 0.6. There's a couple more graphics I need to make, and then it's just onto bug fixing. Stay tuned! In the mean time, you can keep up to date on my devlog, Facebook page, orTwitter!

Post comment Comments  (50 - 60 of 117)
SteelMantle
SteelMantle Dec 2 2012, 2:52pm says:

You do not know how excited I am for this game. I downloaded your 0.2.0 release and although there isn't a lot to do at the moment (alpha), the content I have read from your website is amazing. This is the type of game I've been wishing for a long time. It's a shame that this is a single player, but I know it's extremely hard to set up a multi-player option due to the turn-based movement.

But anyways, a humongous thanks from me for starting this project, I'll definately be tracking this game. Thank you!

+3 votes     reply to comment
Zollec
Zollec Dec 2 2012, 5:17am says:

Well, bright idea. But!!! Make a working and usable in persin ordering system for a huge kingdom... Not an easy task, not a bit sir. But far not imposible. But beware of gamekilling bugs (Dwarf Fortress :)).

+2 votes     reply to comment
UltimaRatioRegum Creator
UltimaRatioRegum Dec 2 2012, 1:42pm replied:

Undoubtedly :). I'm doing a very bottom-up approach, which is why there isn't yet that much gameplay. I'm doing extensive in-house playtesting, and - thus far - no gamebreakers have appeared!

+2 votes   reply to comment
Zollec
Zollec Dec 2 2012, 4:16pm replied:

good to know. But u know, DF problem is, instead of making a great polishing and game fixin, they add more and more kontent (bugged fcourse:). And if we find somethig broken, we let u know. So I look forward for 0.3.0. yeah and any idea about the price?

+2 votes     reply to comment
UltimaRatioRegum Creator
UltimaRatioRegum Dec 2 2012, 7:13pm replied:

Agreed; I don't intend to keep adding content whilst previous issues still exist. Also - price? It's free!

+2 votes   reply to comment
Zollec
Zollec Dec 3 2012, 1:30pm replied:

yes I know. I mean u will keep it free in the full version too?

+2 votes     reply to comment
dark_matter_mobius
dark_matter_mobius Nov 7 2012, 11:15am replied:

I think it is the amount of effort to accomplish such a task vs how much sales will go up due to it. It is far better, for the bigger game companies, to replicate old results and just add new shiny features.

Indie is the true birthplace for innovation because you HAVE to stand out and you're free to develop how you want to despite how the thing will sell. This game likely won't appeal to the large population of casual gamers out there. Even if we gave it really shiny graphics. However, I think it'll hold a place in the heart of any hardcore/DF fan once it is finished.

+3 votes     reply to comment
Zollec
Zollec Dec 2 2012, 5:09am replied:

Nicely wrote. I played the Version 0.2.0, and came here to write my congrats. But u hit the point. One more thing to say, I hope that URR will dont have a game killing bugs like DF.

+2 votes     reply to comment
UltimaRatioRegum Creator
UltimaRatioRegum Dec 2 2012, 1:43pm replied:

Thanks for congrats, again! Let me know what you think of 0.3 once it's out.

+2 votes   reply to comment
UltimaRatioRegum Creator
UltimaRatioRegum Nov 7 2012, 3:30pm replied:

I absolutely agree. Indeed, maybe strangely, were I aiming to sell it I would be aiming a lot lower because I have to meet deadlines, put polish on the 'product' early, etc. The freedom to develop you mention is exactly what appeals to me, and exactly what I'm enjoying. And thanks - I hope it will :).

+2 votes   reply to comment
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Ultima Ratio Regum
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