Difference between revisions of "Ultima Ratio Regum"
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Ultima Ratio Regum ("''the last argument of kings''") is a ten-year project, of which 3.5 years have been finished via coding part time whilst completing my doctoral work. It's a game which aims to integrate thematic content on historiography, philosophical idealism and the rise of modernist grand narratives, with the deep, complex and challenging gameplay one expects from a "classic" roguelike (and, of course, an ANSI display and permadeath). Set approximately around the Scientific Revolution, the objective of this year is to finish all remaining worldbuilding (~2.5 months), and begin to integrate early gameplay focused around strategic choices, NPC interaction, and hopefully combat too. Screenshots: | |||
Screenshots: | |||
http://www.ultimaratioregum.co.uk/game/files/2014/12/06_1.png | |||
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http://www.ultimaratioregum.co.uk/game/files/2014/ | |||
Revision as of 14:06, 13 December 2014
Ultima Ratio Regum | |
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Alpha Project | |
Developer | Mark Johnson |
Theme | Strategy Games |
Influences | Dwarf Fortress, Civilization, Total War, Nethack, Supreme Commander, Tomb Raider |
Released | ~Summer 2012 (alpha) |
Updated | |
Licensing | Closed Source |
P. Language | Python |
Platforms | Windows |
Interface | ASCII, Keyboard |
Game Length | Hour or two (currently) |
Official site of Ultima Ratio Regum |
“Ultima Ratio Regum is one of a few ambitious, long-term projects which I think represent the most exciting things about indie game development, about PC games, and about what technology can do for the games of tomorrow.” - Graham Smith, Rock Paper Shotgun
A semi-roguelike game inspired by the literature of Jorge Borges, Umberto Eco & Neal Stephenson, and the games Europa Universalis and Dark Souls.
The latest build can be downloaded at: http://www.ultimaratioregum.co.uk/game/downloads/
Ultima Ratio Regum ("the last argument of kings") is a ten-year project, of which 3.5 years have been finished via coding part time whilst completing my doctoral work. It's a game which aims to integrate thematic content on historiography, philosophical idealism and the rise of modernist grand narratives, with the deep, complex and challenging gameplay one expects from a "classic" roguelike (and, of course, an ANSI display and permadeath). Set approximately around the Scientific Revolution, the objective of this year is to finish all remaining worldbuilding (~2.5 months), and begin to integrate early gameplay focused around strategic choices, NPC interaction, and hopefully combat too. Screenshots:
Screenshots: