Difference between revisions of "Ultima Ratio Regum"

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(→‎Screenshots: Adding a screenshot of the working model of a skill tree.)
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Due to its provenance between roguelikes and strategy games, it has a number of unusual or unique features:
Due to its provenance between roguelikes and strategy games, it has a number of unusual or unique features:


- Over 170,000 spawnable weapons
- Over 100,000 spawnable weapons


- Complex AI with their own motivations, loyalties and objectives
- Complex AI with their own motivations, loyalties and objectives
Line 32: Line 32:


- No limit to the size of armies the player can equip and command
- No limit to the size of armies the player can equip and command
- 300+ types of creatures
- 14 varied creature languages


- Fully modelled sight, hearing, and stealth mechanics
- Fully modelled sight, hearing, and stealth mechanics
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http://www.ultimaratioregum.co.uk/game/files/2012/04/Map.png
http://www.ultimaratioregum.co.uk/game/files/2012/04/Map.png
http://www.ultimaratioregum.co.uk/game/files/2012/04/Combat.png
New 10/3/2012:
http://www.ultimaratioregum.co.uk/game/files/2012/03/SS.png
New 19/1/2012:
http://www.ultimaratioregum.co.uk/game/files/2012/01/ZOMVOL.png
http://www.ultimaratioregum.co.uk/game/files/2012/01/Mountaineering1.png
http://www.ultimaratioregum.co.uk/game/files/2012/01/Dune-and-oasis.png


New 1/1/2012:
New 1/1/2012:


http://www.ultimaratioregum.co.uk/game/files/2011/08/11.png
http://www.ultimaratioregum.co.uk/game/files/2011/08/11.png

Revision as of 00:11, 14 September 2012

Ultima Ratio Regum
Alpha Project
Developer Mark Johnson
Theme Fantasy, Strategy Games
Influences ADOM, Dwarf Fortress
Released ~Summer 2012 (alpha)
Updated
Licensing Closed Source
P. Language Python
Platforms Windows
Interface ASCII, Keyboard
Game Length
Official site of Ultima Ratio Regum


About

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).

More can be found at the U.R.R. info page on my website, or the U.R.R. development blog which updates weekly Mondays, and will cover all parts of the development process.

First 0.1.0 release: 9th of July!

Features

Due to its provenance between roguelikes and strategy games, it has a number of unusual or unique features:

- Over 100,000 spawnable weapons

- Complex AI with their own motivations, loyalties and objectives

- Dozens of factions and species to gather support from

- No limit to the size of armies the player can equip and command

- Fully modelled sight, hearing, and stealth mechanics

- No in-built quests; pick your own allegiances and objectives

Screenshots

New 20/8/2012:

Skill tree!

SwordTree.png

New 7/7/2012:

Lots of new world generation types; pangaeas, islands, continents:

Inland-Sea1-1024x1024.png

Pangaea-Ice-1024x1024.png

Tropical-1024x1024.png

New 11/5/2012:

Map generation! Map.gif

New 14/4/2012:

Map.png

New 1/1/2012:

11.png