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: Barracks, Crypts, Stables, Parliaments

4 comments by UltimaRatioRegum on Feb 22nd, 2015

IRDC Stuff

First off: I am organizing the International Roguelike Development Conference (Europe) at either the University of Lincoln, or the National Videogame Arcade in Nottingham (both in the UK), probably at the end of June (27-28). We want everyone - developers, fans, journalists, whoever! If you are interested in attending, please let me know. I'm also giving the "keynote" talk at the North American IRDC (more information here) but the fellow organizing it really needs to know about numbers and those interested as soon as possible. John Harris, writer of the long-running @Play column, is also likely to attend, and I'm in the process of trying to get in touch with some interested North American games academics. Again, if you're in NA and interested in attending, please get in touch with either me (devlog, Facebook page, or Twitter), or the organizer via the Google form on the tumblr link I posted above. It is hugely important that we get some idea of numbers, especially for the NA IRDC, since one has never been successfully hosted in North America before.Now, onto URR (though I'm afraid the above message will likely pop up every few weeks on this blog, since I want to get as many people attending both as possible!).

Crypts

My main focus this week has been on generating crypts. These appear below cathedrals and graveyards, and are quite rare - probably around half a dozen or so will be generated in the entire world. Those below a cathedral are home to religious leaders, saints, holy warriors and the like (assuming their bodies were recovered), and may also contain things like altars, religious archives, and various other things you'll have to seek out for yourself. On the other hand, crypts beneath graveyards are "secular" and focused on the ruling family/house of that nation, so contain past rulers, important figures from that house, and the like, and since that crypt is more public than one directly beneath a cathedral, you may (in 0.8) find some other individuals lurking around there as well. The "segments" that make up a crypt are, like so much else, dependent on the shapes preferred by the civilization, so you'll find crypts with lots of squares, circles, octagons, and various other shapes; they also vary massively in their layouts (I used a modular node-based generation system for these), and their "themes" - for instance, the top crypt of these two has a "desert theme" and sand has begun to flood in; the second crypt has an "overgrown" theme being found in a jungle; and there are several other, rarer, and pretty interesting themes which can affect the entire crypt. I'll probably have these themes spread into other underground areas as well in the future.

Desert Crypt

Temperate Crypt

One interesting feature of crypts (and from this point onwards this will apply to all underground areas) is the lighting system. You see those yellow/orange/red symbols in the pictures above? These are candle stands or braziers, and in-game they flicker between the three colours, and provide light, even if you haven't explored what is between them. This means that you can sometimes spot areas distant in the dungeon which are lit as long as you have a clear line of sight to them, even if you cannot see what lies in-between. Experientially this makes for a very intriguing experience exploring an underground area which is quite distinct from other regions - as you explore you sometimes "catch a glimpse" of a part of the crypt you haven't yet explored, and it makes it feel more like "discovery" than some above-ground areas. Also, in 0.8 onwards unless you have your own source of light your FOV will be significantly reduced, so other lights in the crypt act as "waypoints" to guide you from location to location. The grey ohm symbols, meanwhile, are sarcophagi/cadaver tombs themselves, and I'll be working on the generation of the graphics for those (and their connection to family histories) soon.

Barracks

One of the "small" buildings I worked on this week was the barracks, which spawn in huge numbers in the military districts of feudal nations, and can also spawn in much smaller numbers (but larger buildings) in the rare desert fortresses of nomads. The fortress barracks are on the left, the feudal fortresses on the right. Currently they only spawn beds, but in 0.8 or 0.9 you will also have piles of items for that particularly soldier - armour, weapons, clothing, etc - next to their bed. Doors sometimes spawn and sometimes down; some rare barracks will spawn with chairs or tables in as well as beds; but they're generally pretty compact, though they do have a decent number of different possible layouts (which are always consistent throughout a civilization). I've also (as per an excellent suggestion) made the glyphs for basic floorings (wooden and soil, in this case wooden) much simpler, and darker, to accentuate the contrast with the walls.

Barracks

Stables

Not much to show here. They're stables, aren't they? And stables without horses. What is a stable without a horse? Who knows?

Le stablee

Parliaments

I've also got to work on parliament buildings for feudal nations that have "Representation" as their leadership policy. In this case they are ruled by a President/Prime Minister/First Minister/etc, and this person exists within structures like the Red Senate, the Wise Congress, etc. In 0.8 this person should therefore have a "schedule" of movement between the castle (which will obviously be different for a Representation nation than, say, a Stratocracy ruled by the military) along with an appropriately protective retinue. There are meanwhile four basic layouts for parliaments, and each one then has a wide range of interiors, which also vary according to a number of other civilizational policies (and just general preferences in other ways). They have several floors, and sometimes a bell tower, and as with everything/everywhere else in the game, I've implemented appropriate code to allow them to contain some intriguing hidden secrets. Parliaments will also contain significant histories on the nation in question, lots of important people, and probably also some information on criminals, new laws to be enacted, etc, but we'll figure that out later! As ever, I'm working hard to make sure every type of building looks distinct - admittedly Parliament buildings are pretty damned table/chair-heavy compared to others, but I still think it works (here are horizontal and vertical parliamentary buildings):

Parl1

Parl2

Parl3

And you see those white diamonds? Those are PAINTINGS. Obviously those will be focused in galleries, but you might also find a couple in upper-class houses, parliaments, castles etc, and once I get around to those they will all be procedurally-generated and yield hints about the world. They will serve the same function as statues, but those are both big procedural jobs, so probably... 0.9? Maybe 0.8, but I doubt it, given that NPCs is a pretty colossal/massive thing to work on for 0.8.

(Also, I am aware the middle image looks like the Parliament of Mordor - was just a fluke from a civilization with a dark brick colour, and it was in the tropics, so dark woods are going to be used for the furniture!)

And that's everything. See you all next week for more procedural madness...

Post comment Comments  (80 - 90 of 125)
AFellowStalker
AFellowStalker 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
AFellowStalker
AFellowStalker 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 Creator
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 Creator
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 14 2012, 8:48am says:

Looking very fine! i have been eagerly awaiting this game since the start of the yeah or a bit further back, looks like it's coming along great! can't wait to play the alpha, but I will be away for its release date and won't be able to play it :(. Will this compiled for linux operating system(so i can play on virtual desktop while im away) or will this be able to run on dos(avaible for my phone). cant wait to play! kepp up the good work!

+2 votes     reply to comment
UltimaRatioRegum Creator
UltimaRatioRegum Jun 15 2012, 11:17am replied:

Thanks! Yeah, I've seen you following, and thanks for all the feedback/ideas and stuff to date :). I do intend to make it playable on Linux (and Macs) as well as Windows from 0.0.1 onwards... though stay tuned for any problems in getting the thing to compile! That's a challenge for a fortnight hence...

+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 Creator
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
samtam99
samtam99 May 21 2012, 8:36am says:

Just wanted to let you know that I've been following this project for quite a while and I like what I've seen. I like it a lot, especially the focus on making the world as dynamic as possible. I'm rather puzzled by the total lack of built-in quests, though: wouldn't it be better, maybe in the future, to use this advanced AI and world simulation system to implement quests which actually take advantage from those features, maybe with multiple paths, choices and consequences? I've always felt that, in most RPGs (even those more focused on giving players multiple ways to proceed through the game, such as Arcanum and the two Fallouts) most actions made by the player have little to no impact on the gameworld and, most importantly, the PC is the only active entity (actually, NPC parties acting against the player *have* been implemented before in Wizardry VII, but sadly that's the only instance I know of a similar feature making its way into a finished game). So it would be quite an achievement to finally have a RPG with an advanced world simulation system which, at the same time, features complex, branching quests and multiple ways to advance through the game.

Anyway, keep up the good work, because this is really looking amazing.

+3 votes     reply to comment
UltimaRatioRegum Creator
UltimaRatioRegum May 22 2012, 8:10am replied:

Firstly, thanks a lot :). As for your specifics - I think it depends on what we mean by quests. There will be 'quests' in the sense of objectives (say, Empire X would like King Y assassinated) but they won't give you a QUEST for it; instead, the information is out there, and completing it will give you a reward, but by the same token, any NPC who does it will get the reward instead. You won't have a quest journal, but rather a kind of 'web' of alliances/allegiances you know about, and therefore allow you to consider how you might influence them. As you say, often the player character is the only entity who really does something, and I want to change that; ideally, I'd like to have the world in a condition where it can actually 'play' itself without the player doing anything. If you choose to spend the whole game, say, living in the woods and never going near a city, empires will still rise/fall etc around you as NPCs do the 'quests' instead. Cheers! First release of basic alpha is definitely looking on-track for end of June...

+2 votes   reply to comment
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