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


A randomly generated map; climates, mountains, rivers, oceans, volcanoes...
The latest build can be downloaded at:
http://www.ultimaratioregum.co.uk/game/downloads/


http://www.ultimaratioregum.co.uk/game/files/2012/02/Map-1024x1024.png
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:


4/16 skill trees.
Screenshots:


http://www.ultimaratioregum.co.uk/game/files/2011/08/MSkills-II.png
http://www.ultimaratioregum.co.uk/game/files/2014/12/06_1.png


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.
http://www.ultimaratioregum.co.uk/game/files/2014/12/06_3.png


Minimap showing the world map, and the height map.
http://www.ultimaratioregum.co.uk/game/files/2014/12/06_4.png


http://www.ultimaratioregum.co.uk/game/files/2011/08/11.png
http://www.ultimaratioregum.co.uk/game/files/2014/12/06_2.png


Wandering around the world...
http://www.ultimaratioregum.co.uk/game/files/2014/12/06_5.png


http://www.ultimaratioregum.co.uk/game/files/2011/08/NewScreenshot1.png
http://www.ultimaratioregum.co.uk/game/files/2014/12/06_6.png


Read the blog, join the Facebook group (https://www.facebook.com/UltimaRatioRegumRoguelike), the mailing list (send me an email at mark at ultimaratioregum co uk letting me know you’d like to be added to the list. I won’t share your address with anyone else – I don’t know anyone else), or follow the game’s twitter at UltimaRegum (https://twitter.com/UltimaRegum) and be notified the moment the demo appears! You’ll also be updated on blog entries, development ideas, and various other things too. It has now been released – check out the Downloads page for more info (http://www.ultimaratioregum.co.uk/game/downloads/).
http://www.ultimaratioregum.co.uk/game/files/2014/12/A-City.png
 
[[Category:Open ended roguelikes]]

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