Difference between revisions of "Ultima Ratio Regum"
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== About == | == About == | ||
Ultima Ratio Regum is the early stages of a `'''strategy roguelike'''`. Which is to say, that while you have the option of adventuring on your own, large numbers of allies can be recruited to your cause and commanded. | Ultima Ratio Regum is the early stages of a `'''strategy roguelike'''`. Which is to say, that while you have the option of adventuring on your own, large numbers of allies can be recruited to your cause and commanded. It aims to be a middle-ground between roguelikes and strategy games, with the ability to lead entire armies, except without the omniscience of strategy games. Worlds can be generated with or without fantasy elements over a wide variety of different terrains and civilizations. You have no fixed objective; rather, a complex dynamic world with diverse factions to be allied with or battled against. | ||
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. | 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. |
Revision as of 14:57, 7 July 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 the early stages of a `strategy roguelike`. Which is to say, that while you have the option of adventuring on your own, large numbers of allies can be recruited to your cause and commanded. It aims to be a middle-ground between roguelikes and strategy games, with the ability to lead entire armies, except without the omniscience of strategy games. Worlds can be generated with or without fantasy elements over a wide variety of different terrains and civilizations. You have no fixed objective; rather, a complex dynamic world with diverse factions to be allied with or battled against.
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 170,000 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
- 300+ types of creatures
- 14 varied creature languages
- Fully modelled sight, hearing, and stealth mechanics
- No in-built quests; pick your own allegiances and objectives
Screenshots
New 7/7/2012:
Lots of new world generation types; pangaeas, islands, continents:
New 11/5/2012:
Map generation!
New 14/4/2012:
New 10/3/2012:
New 19/1/2012:
New 1/1/2012: