Difference between revisions of "Ultima Ratio Regum"
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== Screenshots == | == Screenshots == | ||
New | New 24/9/2012: | ||
Skill trees! | Skill trees! | ||
http://www.ultimaratioregum.co.uk/game/files/2012/09/MSkills-I2.png | http://www.ultimaratioregum.co.uk/game/files/2012/09/MSkills-I2.png | ||
http://www.ultimaratioregum.co.uk/game/files/2012/09/MSkills-II.png | |||
New 7/7/2012: | New 7/7/2012: |
Revision as of 15:32, 24 September 2012
Ultima Ratio Regum | |
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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 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.
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 24/9/2012:
Skill trees!
New 7/7/2012:
Lots of new world generation types; pangaeas, islands, continents:
New 11/5/2012:
Map generation!
New 14/4/2012:
New 1/1/2012: