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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0 comments by UltimaRatioRegum on Jul 27th, 2015

Well, it has been another very busy week – I gave a talk on URR’s PCG and AI systems at nucl.ai in Vienna (and spent an afternoon sitting the sun outside a rather nice vegan cafe working on the secret project I’ve mentioned a few times, which continues to inch closer to the point where I can actually announce something) and I’ve also had a piece the 35th Anniversary of Rogue published in Paste Magazine (which you can read here) and another on the role of text and characters in classic roguelikes published in Imaginary Realities (here), but nevertheless significant progress has been made (though I anticipate this next week to be a full week of coding with nothing else, so we should have a major update in seven days).

Towns, Fortresses, Etc

NPCs can now pathfind sensibly around other places which aren’t city districts – they know where to spawn and how to behave in the crowd in fortresses, in towns, in slums, and also in hunter-gatherer encampments. In these cases they generally don’t use the roads, because having people pathfind on a road until they get close to their target, and then move off the road, magnifies pathfinding complexity immensely – what if they get near the target, but then the actual path from the end of the road to the target is long due to a wall (so they are physically proximate but the path to that proximate location is huge), and the complexity of the problem of making sure they take an efficient road path, followed by an efficient off-road path, is massive – so we’re ignoring it. Besides, particularly in towns I think this actually works quite effectively when roads look more like a form of aesthetic/spatial structuring of the town rather than literally what everyone uses to walk around, and fortresses tend not to have roads anyway unless there’s a river cutting through them. The right groups of NPCs now spawn in fortesses and elsewhere, of course, so we see lots of soldiers in fortresses, the poorest of the poor in slums, ordinary citizens in towns, and tribal peoples in hunter-gatherer territories. This is, however, making it clear that I need to return to clothing generation at some point soon and really get moving on the other algorithms for lower/middle class feudal clothing, and other clothing types too – it’s a huge job, and actually bigger than I thought, so I’m going to devote a solid week or two to that once I’m back from GDC Europe (if you’re there, come along to my talk!). Here’s a town brimming with activity:


Inside/Outside

The big one – NPCs now actually go inside buildings (they previously despawned at the door, in essence) and if you then go into the building, you can then see that same NPC inside the building. If the building has already been spawned and exists, then the NPC will go about their business inside the building. Alternatively, if the building hasn’t yet been spawned, they are temporarily placed in “limbo” until one of two things happens. If the building is spawned (i.e. by the player stepping inside), then that NPC is granted a number of turns to move around in the building as if they had been moving around inside the whole time. Alternatively, if an NPC has “entered” a building that the player doesn’t spawn, then after a random length of time they will the leave the building and continue on their way. In this method we are left with no pointless NPCs milling around in “limbo”, ensures that the crowd is always centered on the player, and means that if you see NPCs going into a building, they will be inside. In this gif, an NPC has previously entered this tavern; we’ll now enter, causing the building to spawn, and then the NPC spawns and we see them take a seat, and then if we go outside, they’ll exit again after a certain point (at the end we then see another NPC enter). This basically means that regardless of the player’s actions and which parts of the map actually exist, the crowd’s actions always appear to make sense. A similar system will be needed once I start tracking the important and non-spawned NPCs around the world (rulers, merchants, etc).


Inside Behaviour

NPCs will now create a list of potential “targets” within a building and will hang around at those targets for sensible amounts of time, and then when those timers end, they’ll either leave or go to something else within the building. This process depends on the building and the nature of a given target. For example, someone who goes into a tavern and sits on a chair to drink for a while will not then get up and move to another chair – they’ll either just stay on the chair, or get up and leave. By contrast, somebody in a cathedral might spend a lot of time sitting at one chair worshipping in front of an altar, then move to study the holy texts at a desk, then talk to a priest, then leave, etc. I’m working at the moment on finishing off this list of targets, and then also adding a second layer whereby the list of targets is modulated by the time of day; so people will tend to leave as its gets near night, or people in this houses will head to bed, etc. Here’s a gif of some inside behaviour in a tavern:


As you can see, more people currently leave than enter; I’m working on balancing these two algorithms at the moment so we have a steady flow of entering/leaving whatever structure the player might happen to be in at the time.

Sorry also about the relative lack of images this week: a huge amount of this week’s work has just been improving pathfinding, improving how NPCs move and behave, a lot of technical improvement on saving/loading and managing buildings and floors and buildings which are/aren’t spawned, etc, so there aren’t that many pictures to show. I hope for more next time!

What now?

Making the interior behaviour sensible and interesting for all NPCs, giving buildings a “maximum” number of people they can hold, adding day/night differences, fixing the massive number of edge cases which are slowly building up… etc. More next week!

Post comment Comments  (60 - 70 of 131)
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
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
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