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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0 comments by UltimaRatioRegum on Mar 5th, 2013

Things are progressing further for 0.3, the first URR release with some actual gameplay! I've created about half a dozen new block designs, and I've started the level generation for ziggurats. The current situation is that you can find your way from the bottom floor, to the top, via a number of procedurally generated riddles and puzzles, which have a selection of blocks, pressure pads, gates, clues inscribed on the wall, and the puzzles get tougher and tougher as you go upwards. The gate-pad-block triumvirate is coded fully, and can be expanded to any potential puzzle. Currently only the easiest levels of puzzle generate (2-4 blocks), but I'll be working on tougher ones in the near future.

Naturally, in the future there will be much more there, but each thing would require new mechanics. If I want treasure rooms, I need an inventory system; if I want bosses, I need an NPC system; etc. You get the idea. So, for now, they will be puzzle-focused, but completing specific ziggurats will give you... let's be vague... a component of a clue, and when you have enough of the components, then there will be some hints towards what later versions will hold. That's vague enough for now. There will be things to "accomplish" this release, but many will hint towards later offerings.

For those who don't follow on Facebook or Twitter, I'm aiming for the summer of this year for this release (probably/hopefully the most new content yet), to coincide with a talk I'll be giving at the International Roguelike Developers Conference. I'm not sure what exactly will be in 0.3 yet in gameplay, but there will at least be puzzles to ponder, and something snazzy to find on the top floors of the ziggurats. In the mean time, here's a picture of the "skull" block. I can't recall how many different procedural variations of this image are possible, but it's probably around a dozen:


You can keep up to date on my devblog, Facebook page, or Twitter feed. The devblog is updated weekly or fortnightly on Mondays, Facebook a few times a week, and the Twitter roughly daily. Any thoughts, please leave them in the comments! Version 0.3.0 is now in the works, and will generate languages, myths, histories, coats of arms, flags, and entire civilizations. It'll be a big one, but I'm hoping to keep the updates coming regularly. Stay tuned...

Post comment Comments  (80 - 88 of 88)
wewewewe
wewewewe Oct 2 2011, 12:26pm says:

Don't wanna be rude or anything, but what features will the game have that DF doesn't already have?

+1 vote     reply to comment
UltimaRatioRegum
UltimaRatioRegum Oct 2 2011, 7:21pm replied:

Well, apart from a huge number of weaponry and a *far* wider variety of species and civilizations than DF, the focus is on army building, which DF adventure mode simply doesn't have (beyond recruiting a few allies), and DF Fortress mode sort-of has, but not to the scale I'm working for. Additionally, in Fortress Mode, you are an 'invisible' leader, whereas in this, you take direct control of your forces. Also, I am working on a 'languages' system which DF doesn't have anything like (nor does any other roguelike, to my knowledge, and certainly not of the sort I plan). The largest army you will get in Fortress/Adventure will be in the tens; armies here will be the hundreds, with a potential to micro or macro manage as you choose : )

+1 vote     reply to comment
Ouren
Ouren Sep 24 2011, 4:19pm says:

We from Wolfgame support this madly.

+1 vote     reply to comment
UltimaRatioRegum
UltimaRatioRegum Sep 24 2011, 5:37pm replied:

Why thank you! Silverquest looks really interesting - a multiplayer RL-esque game is a great concept.

+2 votes     reply to comment
APinkPanzer
APinkPanzer Sep 24 2011, 2:42pm says:

Looks nice and I like the premise, reminds me of DF, watching :)

+1 vote     reply to comment
UltimaRatioRegum
UltimaRatioRegum Sep 24 2011, 5:35pm replied:

That's the kind of look/size I'm going for - though, obviously, with a bigger focus on cooperative adventuring than solo!

+1 vote     reply to comment
andcol
andcol Sep 24 2011, 8:29am says:

cool!

+1 vote     reply to comment
UltimaRatioRegum
UltimaRatioRegum Sep 24 2011, 12:01pm replied:

Thank you! Hoping to keep this page updated often, along with my blog, but I'll probably upload different things on each site.

+1 vote     reply to comment
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Ultima Ratio Regum
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