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.

Image RSS Feed Latest Screens
New screenshots New screenshots New screenshots
Blog RSS Feed Report abuse Latest News: The Thousand Religions of URR

0 comments by UltimaRatioRegum on Sep 20th, 2014

Managed to find time for some programming this week, as we inch towards my year of full-time development on the game. A fair bit of this time was spent working on religious buildings. I’ve been putting these off for a little while because the method I wanted to use to generate them was a little bit daunting, but I decided the time has come.

So, in keeping with my objective to give everything in the game a totally unique generation algorithm and therefore make my workload infinitely greater (and, y’know, make the game look better), I decided to try something new with religious buildings. They are created in a modular manner. Each religion chooses a unique layout for its religious buildings (and also a unique name, so you’ll get churches, stupas, pagodas, monasteries, convents, etc) and this consists of a central component and a number of peripheral parts to the building. The central part of the religious building has a number of points where extra parts can be “attached”. There’s somewhere in the range of fifty cores to these buildings (each of which will have unique generated interiors in the next version), and around fifty attachments. Some attachments can only go on some cores, so there’s a little over a thousand possible religious buildings. Each religion will always have the same type so the player may come to recognize them as the game goes on. Whereas most cities have their religious buildings scattered around, some cities have religious districts like this one:

So, in this case we have nine religious buildings; this is from a nation with a lot of religions. Only nations with the “Religious Freedom” policy will have such a district, so it’s pretty rare. Other nations will place their religious buildings in other districts – a “Zealotry” nation will have a religious building in every district and have no room for other religious buildings (much like those with “Theocracy” leadership), whilst some might have religious buildings in city centres, or in a small number of districts, or throughout the countryside in towns.  In a “Collective Faith” or “Organized Religion” civ, for instance, you’ll have religious buildings around most districts, though OR will be a little more centralized/organized than CF. Some nations will therefore have many religions represented, some will only have few, and in 0.7 you’ll be able to walk around inside these modular buildings and steal the holy cheeses, or whatever one may find inside. The district is not 100% finished – some of the edge roads need shortening, for example, and I need to work on generating some things within the religious building walls –  but it gives a good impression of the final product.

The last thing to do on religions for this release is to handle the spread of religions so we know which are represented in which cities, and therefore which religious buildings should appear where. I’ll probably implement a simple version of this for this release, and then in later versions possibly allow you to the spread of each religion on the world map, or at least give the player more information about it. I also fixed a bunch of bugs to do with roads I hadn’t really noticed before, stacked up a bunch of other things to fix closer to release, and started to seriously think about how docks were going to work before realizing I needed to do a lot more research first on how the hell 17th-century ships actually docked.

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  (50 - 60 of 113)
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
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
Roh
Roh Nov 3 2012, 11:13am says:

Finally! I am a fan of fantasy and scifi myself. But the fact that someone is finally letting you play a game like this as a single individual sparks my interest. I've been trying to figure out why no one has done this already for a while now. Nice to see that someone actually IS!

+4 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
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
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
UltimaRatioRegum
UltimaRatioRegum Nov 4 2012, 7:46am replied:

Thank you! Should be interesting to see how it all turns out...

+2 votes     reply to comment
Malcore
Malcore Oct 20 2012, 3:32pm replied:

I'm really liking the look of those skill trees. FFX is one of my favorite games and I immediately thought of its sphere grid. Always loved that system, and I know I'll love this one!

+2 votes     reply to comment
UltimaRatioRegum
UltimaRatioRegum Oct 22 2012, 7:36am replied:

Thanks! I always liked how imposing and interesting the sphere grids looked, and much depth you could see there was, and that was - on a much smaller scale - that look I was going for.

+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 HTML code provided (more).

Ultima Ratio Regum
Ultima Ratio Regum
Statistics
Rank
1,389 of 24,204
Last Update
2 days ago
Watchers
396 members
News
81