Ultima Ratio Regum is a middle-ground between roguelikes, RPGs and strategy games. It has no fantasy elements and seeks instead to be closer to a realistic history simulator, and a strategy/4x game which just happens to be in ASCII. Combat is rare and deadly - whilst these mechanics are modeled in detail, exploration, trade and diplomacy factors will have just as much effort put into them. URR aims to eventually be a fusion of roguelike and strategy two genres - rather than a strategy game where you command with omniscience (even in ancient eras), you instead command as an individual character also in the game. Orders must be issued in person; you can lose contact with distant armies; but the same mechanics affect the AI players who also lack omniscience and depend upon the knowledge of situations they themselves can garner. Worlds can be generated over a vast array of sizes, climates and types, but all ultimately with no fixed objective but a world full of civilizations and factions to be allied with or battled against. It aims for depth in character development and world events, but with much in the 'middle' - constructing buildings, city growth, resource management - abstracted out (as other games exist which handle those well). Political and social dynamics will be modeled via a complex system that aims to generate both a history for the world, and the current state of political affairs when your game begins.

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Blog RSS Feed Report abuse Latest News: First look at version 0.6

8 comments by UltimaRatioRegum on Apr 18th, 2014

As I’m away from tomorrow until the next weekend, this week’s update is a little shorter, and a little bit early for once. First off, thank you all for the awesome response to 0.5 – copies have been flying off the virtual shelves and I’ve got a lot of really supportive feedback, and some important bits of constructive criticism too. Since I don’t know the meaning of “resting on your laurels”, I have already started work on 0.6 and made big strides in generating many of the game’s settlements. I decided to start off with farms, and have created a system for generating farms of various sizes, with various crops and various interior dimensions. Farms are obviously far from finished – I still need to get buildings generating, as well as making the trees in the orchards (currently just generic trees) – but it’s a solid start. I’m leaving the generating of buildings part until I have all the different types of settlement ready for building generation so that I can code it all in one fell-swoop; I expect taking account of all the required factors will end up being quite complex, so I’d like to do it all within a couple of coding days back-to-back.

TerrainTest

I’ve also begun to implement some of the basic parts of town generation. It starts off by creating a network of roads appropriate to the type of road going through the town (if any – special cases for isolated towns have not yet been handled) and then spreading buildings along them. There will be a variety of rare and crucial buildings in towns – more on this in some later entry – and then a large amount of general housing and the like. For now, just for the sake of testing the system, the buildings are generating… as lava… but I’m sure you get the idea in the bottom image for how towns will end up looking. The town code as it stands now only took a little over a day and I’m amazed at how interesting these layouts are already looking. Once I start to add buildings to towns I’ll put up another update on that. I’ve started to work on generating architectural styles as well, and varying the materials that civilizations like to construct buildings from, but the next step for towns is basically the creation of a massive building database.

Towns

From this point onwards (once I’ve done the few additions to farms I need to do) I’ll be working on the non-building parts of other settlements. I’ve got some very interesting ideas for how hunter-gatherer settlements will generate, but I think I may work on graveyards next, or possibly nomadic fortresses. We’ll see. Either way, I have a train so catch to that’s everything for this week. Let me know what you think of these very early stages, and see you all in eight days. Until then 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. Any thoughts, please leave them in the comments! Stay tuned...

Post comment Comments  (50 - 60 of 98)
dawixx
dawixx Jul 10 2012, 7:41am says:

It crashes very often. Mostly when you reach a place that game needs to load, after pressing Enter game crashes without log or error.This makes game almost unplayable. Another annoying crashes are ones during combat like:
"NameError: global name 'self' is not defined
Traceback (most recent call last):
File "alphatime.pyw", line 60819, in <module>
File "alphatime.pyw", line 53606, in place_menu
File "alphatime.pyw", line 41588, in options_menu
File "alphatime.pyw", line 53612, in place_menu"
Also Quitting doesn't work.

+1 vote     reply to comment
UltimaRatioRegum
UltimaRatioRegum Jul 10 2012, 2:49pm replied:

You'll have to give more info than that on the crash; that doesn't show the actual crash. Also, I've never had issues on Loading screens, and nobody else has reported any. Does it still happen in 0.1.2 (just uploaded)? If so, I'll need more information, as nobody else is getting loading problems.

+2 votes     reply to comment
dawixx
dawixx Jul 10 2012, 6:03pm replied:

Yes it still happens on 0.1.2. During this loading screens with tips and quotes and with ones with "Saving/loading chunks" or something like this. It happens like 10% of time. The combat crashes occured twice. Once while fighting a cyclop, i think i cut his leg off or at least broke ant then choosed to attack his torso, then game crashed and that was in the log. The second time was when i started the game near the dragon and he killed me. Instant crash after pressing Esc. Without logs or something. In this verision hovewer I've experienced this:
"Assertion failed!
Program: D:\alphatime.exe
File: src/console_c.c
Line: 220
Expression: dat != ((void *)0) &&(unsigned)(x) < (unsigned)dat -> w && (unsigned)(y) <(unsigned)dat -> h"
Also I've noticed there are far too many equipment just lying around in this new version.

+3 votes     reply to comment
APinkPanzer
APinkPanzer Jul 9 2012, 7:52pm says:

Alpha is good so far, I take it most of the skills are currently useless?

+2 votes     reply to comment
APinkPanzer
APinkPanzer Jul 9 2012, 7:56pm replied:

Just crashed after trying to press enter on an oasis, could not get the crash log.

+2 votes     reply to comment
UltimaRatioRegum
UltimaRatioRegum Jul 9 2012, 8:34pm replied:

Yes to your first question (they are going to be *seriously* reworked in the not-too-distant future), and huh - that's a new one. Give me a shout if it happens again!

+2 votes     reply to comment
knight133
knight133 Jul 8 2012, 8:26pm says:

Will we be able to build ships

+2 votes     reply to comment
UltimaRatioRegum
UltimaRatioRegum Jul 9 2012, 5:01am replied:

In the long term, yes, absolutely, and they will take up multiple squares (like large creatures do).

+3 votes     reply to comment
syntaxibles
syntaxibles Jun 17 2012, 5:53am replied:

awesome, what will the control scheme be(amount of buttons etc.) and will the edge of the world loop?(e.g go far enough west and come out on the east side of the map) that would be cool. sounds like I'll have something to do on long plane trips then maybe. can't wait to see this game released!

+3 votes     reply to comment
UltimaRatioRegum
UltimaRatioRegum Jul 8 2012, 7:55pm replied:

I'm not sure how it would work on phone... can you get a virtual keyboard up for games? I know exactly 0 about releasing for a phone, as Windows/Linux/Mac is proving tricky enough! The edge of the map doesn't currently loop, but I have toyed with making it do so at some later point. Well, tomorrow's the day!

+2 votes     reply to comment
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Ultima Ratio Regum
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