Difference between revisions of "Ultima Ratio Regum"

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{{game-alpha| name = Ultima Ratio Regum
{{game-beta| name = Ultima Ratio Regum
|developer = [[User:UltimaRatioRegum|Mark Johnson]]
|developer = [[User:UltimaRatioRegum|Mark Johnson]]
|theme = [[Fantasy]], Strategy Games
|theme = Strategy Games
|influences = [[ADOM]], [[Dwarf Fortress]]
|influences = [[Dwarf Fortress]], Civilization, Total War, Nethack, Supreme Commander, Tomb Raider
|released = ~Summer 2012 (alpha)
|released = ~Summer 2012 (alpha)
|updated =
|updated = April 2015 (0.7.0b)
|licensing = [[Closed Source]]
|licensing = [[Closed Source]]
|language = [[Python]]
|language = [[Python]]
|platforms = [[Windows]]
|platforms = [[Windows]]
|interface = [[ASCII]], [[Keyboard]]
|interface = [[ASCII]], [[Keyboard]]
|length =  
|length = Hour or two (currently)
|site = http://www.ultimaratioregum.co.uk/game/
|site = http://www.ultimaratioregum.co.uk/game/
}}
}}


== About ==
''“Ultima Ratio Regum is one of a few ambitious, long-term projects which I think represent the most exciting things about indie game development, about PC games, and about what technology can do for the games of tomorrow.”''
- Graham Smith, Rock Paper Shotgun


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. It has three different eras the player can choose to play in.velopment 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). 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, 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). 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.
'''A semi-roguelike game inspired by the literature of Jorge Borges, Umberto Eco & Neal Stephenson, and the games Europa Universalis and Dark Souls.'''


More can be found at the U.R.R. info page on [http://www.ultimaratioregum.co.uk/game/info/ my website], or the U.R.R. [http://www.ultimaratioregum.co.uk/game/ development blog] which updates weekly Mondays, and will cover all parts of the development process.
The latest build can be downloaded at:
http://www.ultimaratioregum.co.uk/game/downloads/


'''First 0.1.0 release: 9th of July!'''
Ultima Ratio Regum ("''the last argument of kings''") is a ten-year project, of which 3.5 years have been finished via coding part time whilst completing my doctoral work. It's a game which aims to integrate thematic content on historiography, philosophical idealism and the rise of modernist grand narratives, with the deep, complex and challenging gameplay one expects from a "classic" roguelike (and, of course, an ANSI display and permadeath). Set approximately around the Scientific Revolution, the objective of this year is to finish all remaining worldbuilding (~2.5 months), and begin to integrate early gameplay focused around strategic choices, NPC interaction, and hopefully combat too. Screenshots:


== Features ==
Screenshots:


Due to its provenance between roguelikes and strategy games, it has a number of unusual or unique features:
http://www.ultimaratioregum.co.uk/game/files/2014/12/06_1.png


- Over 100,000 spawnable weapons
http://www.ultimaratioregum.co.uk/game/files/2014/12/06_3.png


- Complex AI with their own motivations, loyalties and objectives
http://www.ultimaratioregum.co.uk/game/files/2014/12/06_4.png


- Dozens of factions and species to gather support from
http://www.ultimaratioregum.co.uk/game/files/2014/12/06_2.png


- No limit to the size of armies the player can equip and command
http://www.ultimaratioregum.co.uk/game/files/2014/12/06_5.png


- Fully modelled sight, hearing, and stealth mechanics
http://www.ultimaratioregum.co.uk/game/files/2014/12/06_6.png


- No in-built quests; pick your own allegiances and objectives
http://www.ultimaratioregum.co.uk/game/files/2014/12/A-City.png


== Screenshots ==
[[Category:Open ended roguelikes]]
 
New 20/8/2012:
 
Skill tree!
 
http://www.ultimaratioregum.co.uk/game/files/2012/08/SwordTree.png
 
New 7/7/2012:
 
Lots of new world generation types; pangaeas, islands, continents:
 
http://www.ultimaratioregum.co.uk/game/files/2012/07/Inland-Sea1-1024x1024.png
 
http://www.ultimaratioregum.co.uk/game/files/2012/07/Pangaea-Ice-1024x1024.png
 
http://www.ultimaratioregum.co.uk/game/files/2012/07/Tropical-1024x1024.png
 
New 11/5/2012:
 
Map generation!
http://www.ultimaratioregum.co.uk/game/files/2012/05/Map.gif
 
New 14/4/2012:
 
http://www.ultimaratioregum.co.uk/game/files/2012/04/Map.png
 
New 1/1/2012:
 
http://www.ultimaratioregum.co.uk/game/files/2011/08/11.png

Revision as of 15:51, 23 November 2016

Ultima Ratio Regum
Beta Project
Developer Mark Johnson
Theme Strategy Games
Influences Dwarf Fortress, Civilization, Total War, Nethack, Supreme Commander, Tomb Raider
Released ~Summer 2012 (alpha)
Updated April 2015 (0.7.0b)
Licensing Closed Source
P. Language Python
Platforms Windows
Interface ASCII, Keyboard
Game Length Hour or two (currently)
Official site of Ultima Ratio Regum


“Ultima Ratio Regum is one of a few ambitious, long-term projects which I think represent the most exciting things about indie game development, about PC games, and about what technology can do for the games of tomorrow.” - Graham Smith, Rock Paper Shotgun

A semi-roguelike game inspired by the literature of Jorge Borges, Umberto Eco & Neal Stephenson, and the games Europa Universalis and Dark Souls.

The latest build can be downloaded at: http://www.ultimaratioregum.co.uk/game/downloads/

Ultima Ratio Regum ("the last argument of kings") is a ten-year project, of which 3.5 years have been finished via coding part time whilst completing my doctoral work. It's a game which aims to integrate thematic content on historiography, philosophical idealism and the rise of modernist grand narratives, with the deep, complex and challenging gameplay one expects from a "classic" roguelike (and, of course, an ANSI display and permadeath). Set approximately around the Scientific Revolution, the objective of this year is to finish all remaining worldbuilding (~2.5 months), and begin to integrate early gameplay focused around strategic choices, NPC interaction, and hopefully combat too. Screenshots:

Screenshots:

06_1.png

06_3.png

06_4.png

06_2.png

06_5.png

06_6.png

A-City.png