Difference between revisions of "Ultima Ratio Regum"

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(→‎Screenshots: Added a screenshot of the second set of four medieval skill trees)
(Purged all old screenshots, added new screenshots, new description, new info, and something a little more accurate to the game's new direction...)
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== About ==
== 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.
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.


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.
A randomly generated map; climates, mountains, rivers, oceans, volcanoes...


'''First 0.1.0 release: 9th of July!'''
http://www.ultimaratioregum.co.uk/game/files/2012/02/Map-1024x1024.png


== Features ==
4/16 skill trees.


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/2011/08/MSkills-II.png


- Over 100,000 spawnable weapons
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.


- Complex AI with their own motivations, loyalties and objectives
Minimap showing the world map, and the height map.


- Dozens of factions and species to gather support from
http://www.ultimaratioregum.co.uk/game/files/2011/08/11.png
 
- 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!
 
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:


Lots of new world generation types; pangaeas, islands, continents:
Wandering around the world...


http://www.ultimaratioregum.co.uk/game/files/2012/07/Inland-Sea1-1024x1024.png
http://www.ultimaratioregum.co.uk/game/files/2011/08/NewScreenshot1.png


http://www.ultimaratioregum.co.uk/game/files/2012/07/Pangaea-Ice-1024x1024.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/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 19:15, 3 October 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 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 randomly generated map; climates, mountains, rivers, oceans, volcanoes...

Map-1024x1024.png

4/16 skill trees.

MSkills-II.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.

Minimap showing the world map, and the height map.

11.png

Wandering around the world...

NewScreenshot1.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/).