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.

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Blog RSS Feed Report abuse Latest News: Ultima Ratio Regum 0.7 released!

8 comments by UltimaRatioRegum on Apr 18th, 2015

After a mere four months of development, I am proud to announce the release of Ultima Ratio Regum 0.7! This release procedurally generates the interiors of every single building in the world – from cathedrals and mansions to slum housing and shops, and everything in-between – and the graphics for a vast range of items and features within those, ranging from ordinary chairs and tables to rare altars and underground sarcophagi.

You can download it here, and read more detail about the release notes below.

This is the last worldbuilding release!
From this point onwards I’ll be pushing onto gameplay, starting with NPCs in 0.8. This release now establishes URR as one of the most detailed procedural worlds ever rendered – and one unparalleled in procedural cultural, aesthetic and religious detail – and marks the end of generating the immense world over which the player’s “quest” will play out.

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Highlights:

- Procedural generation of cathedrals and religious buildings, distinct for each religion but consist across iterations.
- Generation of religious altars, religious reliquaries, and incense holders.
- Crypts now generate beneath graveyards in monarchies, and underneath cathedrals in theocracies.
- City centers how have all interiors generated for embassies, courts, galleries, mercenary guilds and mints.
- Generation of large family mansions in upper-class housing districts, for both dominant and “ascending” noble houses.
- Generation of middle-class housing and lower-class housing, as well as slum housing outside city walls.
- Taverns, arenas, jails and slave quarters spawn in lower-class districts in nations with the appropriate policies (taverns, however, are universal).
- Military hospitals, Officers’ Quarters, Stables, Barracks and Armouries can be explored in feudal military districts.
- Shops and warehouses can be explored in market districts, although they do of course currently lack any items!
- Banks spawn in middle-class districts.
- Parliamentary buildings spawn in city centers of democratic nations.
- Farmhouses can be explored in the farms outside cities and towns.
- All buildings in hunter-gatherer nations now generate – longhouses, chieftain huts, and general houses – although they remain currently sparse.
- In fortresses, the player can now explore barracks, housing, and most importantly the oasis-like citadels at their centers.
- Altars for all religions now generate, aesthetically varied according to the archetypes and beliefs of each religion.
- Cathedrals and lesser religious buildings contain procedurally-generated reliquaries, incense holders, ornate vases, and much more, each distinct to a given religion.
- Everyday items like chairs, tables and beds also generate, with shapes and wood types distinct to each nation.
- Several buildings now contain candle stands which offer external sources of lighting that can be seen, even if the tiles between you and them cannot.
- Crypts are filled with sarcophagi, each with a unique generated image, within which is buried a figure from the world’s history.
- Save files are no longer in a single monolithic file, but now spread out so that no matter how many map grids may have been generated in a given playthrough, saving/loading speed never slows down.
- Various bug fixes, improvements, optimizations, etc, and a whole host of under-the-hood things implemented in preparation for 0.8.

Post comment Comments  (50 - 60 of 127)
taylan!
taylan! Dec 30 2012, 10:34pm says:

Looks like a very ambitious game and highly interesting. I downloaded 0.2.1 and played around a bit. One thing that I noticed was the frequent loading pauses in the game (to load zones, I assume?), which can be bothersome after a while. Oh and the game crashed for some reason. Are you interested in crash logs to be emailed to you?

+2 votes     reply to comment
UltimaRatioRegum Creator
UltimaRatioRegum Dec 31 2012, 9:56pm replied:

Re: loading, yes, loading does happen often. However, it seems much more often because there is nothing "to do" yet, so to speak - if you're spending half an hour on a single map grid, the odd loading screen shouldn't be a trouble, whereas just running across a map grid is going to trigger another load screen very quickly. Yes, please, absolutely re: the crash log, and info about OS as well :)

+2 votes   reply to comment
HereticUK
HereticUK Dec 10 2012, 6:59am says:

I would like to ask if possible about the language implementation in the game. What are your plans for this? How are you going to do this? As a student of languages it really interests me.

+2 votes     reply to comment
UltimaRatioRegum Creator
UltimaRatioRegum Dec 10 2012, 8:16am replied:

Thanks for the question! Well, a longer explanation is going to go up on a blog entry in the future, but here's the brief one. The game produces two kinds of languages from scratch, either based around syllables (so it will generate a database of syllables for that language, like 'car' or 'ur' or 'ab' and piece them together into words) or based around chances of letters, so a language might have 'z' as its most common letter and 'h' as second, so it'll have a preference for those, and same goes for vowels. Each produces visually different languages. The ancient languages in the game do not use a Latin alphabet, but I'm not saying any more about those for a while! If an NPC says a word to you in another language, the game first checks if you know it - if so, it is translated - if not, it checks if a non-English word for that English word yet exists in that language's dictionary. If yes, it uses that word (so 'the' will always be translated the same), if no, it creates a word, checks that word is unique, then adds it to the dictionary. I know this means that all languages have the same grammar/syntax/whatever as English, which is far from true, but from a gameplay perspective I felt they had to keep the same structure to help the player make sense of half-translated sentences, and also because a system for the game recognizing adjectives, nouns, verbs etc and re-ordering them would be a) immensely complex, b) unnoticeable to a player looking at a non-translated language, and c) would prevent the player making informed guesses at unknown words. Shout with any more questions :)

+2 votes   reply to comment
HereticUK
HereticUK Dec 12 2012, 7:27am replied:

That is a very interesting way of generating languages... I shall be keeping an eye on this for sure!

So, will the player character have to learn new languages in order to communicate with others?

+2 votes     reply to comment
MichaelSeph
MichaelSeph Dec 3 2012, 5:53pm says:

Oh My Gosh O.o

+3 votes     reply to comment
UltimaRatioRegum Creator
UltimaRatioRegum Dec 4 2012, 7:10pm replied:

I apparently cannot just post :), but please nevertheless accept my appreciation for your comment!

+2 votes   reply to comment
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
UltimaRatioRegum Creator
UltimaRatioRegum Dec 3 2012, 8:28am replied:

Thanks! Ditto; because I'm a one-man team, and releasing for free, I have that kind of freedom to just shovel everything I've ever wanted to see in a game, into the game! Multiplayer I did briefly consider, but rejected both for the reason you said, and because I know nothing about it technically. You're very welcome! Let me know what you think of 0.2.1, which I've just released - added resources, and you can export maps to .png now, too.

+2 votes   reply to comment
GorillaOne
GorillaOne Dec 3 2012, 11:36am replied:

Unsolicited advice from a fellow dev: Constraints are what make us the most creative, and produce the best games/movies/whatever. When you're free to just shovel anything in, it may be interesting in the moment, but not make a good game.

Good luck! I already like how you used ASCII - much more elegant than some other implementations.

+2 votes     reply to comment
UltimaRatioRegum Creator
UltimaRatioRegum Dec 3 2012, 3:12pm replied:

Very interesting, and I understand what you mean. I hope people would/will tell me if/when that happens, but at the same time, this is a *long* project. Anyway, thank you re: ASCII - glad you like it.

+2 votes   reply to comment
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Ultima Ratio Regum
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