Difference between revisions of "Ultima Ratio Regum"

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|site = https://www.markrjohnsongames.com/games/ultima-ratio-regum/
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== Description ==
A semi-roguelike game inspired by the literature of Jorge Borges, Umberto Eco & Neal Stephenson, and the games Europa Universalis and Dark Souls.


''“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.”''
''“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
- 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:
The latest build can be downloaded at:

Revision as of 04:04, 2 January 2022

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 5 March 2021 (0.8.2b)
Licensing Closed Source
P. Language Python
Platforms Windows
Interface ASCII, Keyboard
Game Length Hour or two (currently)
Official site of Ultima Ratio Regum


Description

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


“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


The latest build can be downloaded at: https://www.markrjohnsongames.com/games/ultima-ratio-regum/

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:

Images

Tomb22.png

Newone2.png

Parl1.png