Featured roguelike

From RogueBasin
(Difference between revisions)
Jump to: navigation, search
m (Underscores--who needs them?!)
Line 1: Line 1:
= Featured Roguelike: [[Ultima_Ratio_Regum]] =
+
= Featured Roguelike: [[Ultima Ratio Regum]] =
  
 
<div style="float:right;margin:0 6px">http://i.imgur.com/OuC95.png</div>
 
<div style="float:right;margin:0 6px">http://i.imgur.com/OuC95.png</div>
[[Ultima_Ratio_Regum]] is the early stages of a `strategy roguelike`.
+
[[Ultima Ratio Regum]] is the early stages of a `strategy roguelike`.
  
 
It aims to eventually be a fusion of the 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.  
 
It aims to eventually be a fusion of the 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.  

Revision as of 18:25, 24 July 2012

Featured Roguelike: Ultima Ratio Regum

OuC95.png

Ultima Ratio Regum is the early stages of a `strategy roguelike`.

It aims to eventually be a fusion of the 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, with or without mythological elements, from several different eras (and technological levels), 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).

Personal tools