Difference between revisions of "Featured roguelike"

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= Featured Roguelike: [[Epilogue]] =
= Featured Roguelike: [[Ultima_Ratio_Regum]] =


<div style="float:right;margin:0 6px">http://i.imgur.com/y6u3k.png</div>
<div style="float:right;margin:0 6px">http://i.imgur.com/OuC95.png</div>
[[Epilogue]] is a roguelike developed without any care for maintaining genre norms.
[[Ultima_Ratio_Regum]] is the early stages of a `strategy roguelike`.


* Almost all information the player needs is on screen at all times. There is no need to search for the pickup button or the inventory key because these things are always available to you.
It aims to eventually be a fusion of the 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.  
* Characters have a combat proficiency determining weapon choices, and a class determining special abilities, but any character can use any equipment.
 
* Every level has a completely separate pool of enemies and items and the difficulty increases swiftly, such that luck with loot is completely taken out of the equation.
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.  
* Strategic use of consumables and abilities is the key to victory.
 
* There is a god network as well as a series of character traits, so even characters with the same class may play differently.
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).
* You can create most of the consumables in the game through an easy-to-use alchemy system.
* There are plenty of rare creatures and bosses that truly pack a punch.
* For the dedicated, there are also 40 achievements to obtain!


[[Category:Browse]]
[[Category:Browse]]

Revision as of 22:21, 17 July 2012

Featured Roguelike: Ultima_Ratio_Regum

OuC95.png

Ultima_Ratio_Regum is the early stages of a `strategy roguelike`.

It aims to eventually be a fusion of the 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).