Difference between revisions of "Featured roguelike"
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= Featured Roguelike: [[ | = Featured Roguelike: [[Ultima_Ratio_Regum]] = | ||
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[[ | [[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). | |||
[[Category:Browse]] | [[Category:Browse]] |
Revision as of 22:21, 17 July 2012
Featured Roguelike: Ultima_Ratio_Regum
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).