Difference between revisions of "Ultima Ratio Regum"

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(Huge (and long overdue!) update on URR's roguebasin page bringing the game from 0.3 -> 0.5.1)
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|platforms = [[Windows]]
|platforms = [[Windows]]
|interface = [[ASCII]], [[Keyboard]]
|interface = [[ASCII]], [[Keyboard]]
|length = Hour or two
|length = Hour or two (currently)
|site = http://www.ultimaratioregum.co.uk/game/
|site = http://www.ultimaratioregum.co.uk/game/
}}
}}


Ultima Ratio Regum is a semi-roguelike heavily inspired by Jorge Borges, Umberto Eco, Shadow of the Colossus, Europa Universalis and Civilization.
''“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/


Updated 11th August 2013:
URR aims to explore several philosophical and sociological issues that both arose during the sixteenth and seventeenth century (when the game is approximately set), and in the present day, whilst almost being a deep, complex and highly challenging roguelike. It explores questions of philosophical idealism, cryptography, linguistics and the writing and formation of the historical record, and will challenge players to hopefully think in ways and about themes that are rarely touched upon by games.
'''VERSION 0.3.1 has just been released''', and can be read about and downloaded at: http://www.ultimaratioregum.co.uk/game/


'''VERSION 0.3 DETAILS:'''
http://www.ultimaratioregum.co.uk/game/files/2011/08/New1.png


- '''16 hand-drawn languages''', assigned to ancient civilizations.
A defining feature of the game is the “procedural graphics” system which allows for the generation of huge numbers of graphical assets – flags, coats of arms, weapons, armour, and everything else – anew each game. A nation with its choice of leadership, its name, its policies, its flag and its religion will never be generated again, making each playthrough unique within a complex web of factions, nations and individuals.


- '''Ziggurats''', containing fully three-dimensional dungeons (multiple staircases which retain coordinates between floors). - Procedural generation of riddle puzzles in ziggurats.  
http://www.ultimaratioregum.co.uk/game/files/2014/04/Savemenu.png


- '''Extensive graphical update''' for many items, accessible through the ‘l’ook function stairs, doors, walls, stone blocks.
The game thus explores what can be done with ASCII graphics to detail and explore a deep generated world. These graphics are not merely side-dressing – many of them are essential to gathering clues and information to aid you through the world. There is little direct exposition a central challenge in the game is piecing together the information the player is able to acquire about the game world in order to uncover the path forward. In this regard the game is heavily inspired by the story and world design of the Souls series, especially Dark Souls 1.


- '''Several secret items''' and hints towards future features and story.
http://www.ultimaratioregum.co.uk/game/files/2011/08/New21.png


- '''Over 100 tweaks''', bug-fixes, and general improvements.
Set in the 16th/17th century, the game contains a number of relics of earlier civilizations, which can be explored. These temples and tombs will be full of murals generated according to ancient myths (see the art generation objective), but these murals serve not just an aesthetic purpose – they will give clues to the locations of artefacts, or catacombs containing great wealth. They will also contain procedurally-generated puzzles, mazes, and other challenges, whilst also shedding light on some aspects of the great political and sociological changes going on in the world the game is set in.


It seeks to generate realistic histories, though ones containing a few unusual happenings and anomalous experiences. Combat is rare and deadly – whilst these mechanics will be modeled in detail, exploration, trade and diplomacy factors will have just as much effort put into them.  
http://www.ultimaratioregum.co.uk/game/files/2014/05/TerrainTest10.png


http://www.ultimaratioregum.co.uk/game/files/2012/11/NewPic1.png
Ancient languages can be learnt to give greater insight into murals or ancient texts – there are a number of ancient civilizations in the game that have all but faded from view, and understanding these is key to completing and understanding the game. These languages challenge the player to decipher their meaning and subsequently use this understanding to uncover much of the secret content within the game world.


''A generated world – coastline, ocean, volcanoes, mountains, hills, biomes, rivers…''
http://www.ultimaratioregum.co.uk/game/files/2014/03/Hist1.png


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 stuff in the ‘middle’ – constructing buildings, city growth, resource management – abstracted out (as many other games exist which cover those). 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.
http://www.ultimaratioregum.co.uk/game/files/2011/08/New3.png


http://www.ultimaratioregum.co.uk/game/files/2013/08/Zigplo.png
http://www.ultimaratioregum.co.uk/game/files/2011/08/New4.png


''Exploring a ziggurat; all outdoor areas change colour and shading according to season and time of day.''
http://www.ultimaratioregum.co.uk/game/files/2011/08/New41.png


Fundamentally, URR aims to have several key aspects:
http://www.ultimaratioregum.co.uk/game/files/2011/08/Gentest1375.png
 
'''Art Generation''': Ultima Ratio Regum will feature significant amounts of complex generative graphics, ranging from planetary atmospheres to ancient temple murals, landscapes to military rankings, and from sword designs to family coats of arms. The game aims to explore what can be done with ASCII graphics to detail and explore a deep generated world.
 
http://www.ultimaratioregum.co.uk/game/files/2013/03/Skull.png
 
''One of the many remnants of ancient civilizations...''
 
'''Ancient Exploration''': Set in the 16th/17th century, the game contains a number of relics of earlier civilizations, which can be explored. These temples and tombs will be full of murals generated according to ancient myths (see the art generation objective), but these murals serve not just an aesthetic purpose – they will give clues to the locations of artefacts, or catacombs containing great wealth. They will also contain procedurally-generated puzzles, mazes, and other challenges.
 
http://www.ultimaratioregum.co.uk/game/files/2012/12/Mountaingen1.png
 
''Some of URR's '''generated''' ANSI art.''
 
'''Linguistics''': Different civilizations – ancient and contemporary – will have different languages you may not necessarily be able to speak at the start of the game. Ancient languages can be learnt to give greater insight into murals or ancient texts, whilst contemporary languages enable you to communicate beyond your empire’s boundaries, trade with others, and handle yourself in other empires.
 
http://www.ultimaratioregum.co.uk/game/files/2013/07/What-lurks.png
 
''A procedurally generated door - runes, vines, bricks and everything else are unique to this door...''
 
'''Multi-Square Units''': Ultima Ratio Regum will include a large number of units that span many squares, a significant break from the roguelike norm of one-square-per-unit. Catapults, ballistas and other siege weapons take up around 5×5 squares and behave accordingly.
 
http://www.ultimaratioregum.co.uk/game/files/2012/12/Guidebook21.png
 
''The ever-increasing Guidebook, full to brim with URR knowledge. Which is not to say there aren’t some secrets lurking out there…''

Revision as of 15:36, 26 May 2014

Ultima Ratio Regum
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/

URR aims to explore several philosophical and sociological issues that both arose during the sixteenth and seventeenth century (when the game is approximately set), and in the present day, whilst almost being a deep, complex and highly challenging roguelike. It explores questions of philosophical idealism, cryptography, linguistics and the writing and formation of the historical record, and will challenge players to hopefully think in ways and about themes that are rarely touched upon by games.

New1.png

A defining feature of the game is the “procedural graphics” system which allows for the generation of huge numbers of graphical assets – flags, coats of arms, weapons, armour, and everything else – anew each game. A nation with its choice of leadership, its name, its policies, its flag and its religion will never be generated again, making each playthrough unique within a complex web of factions, nations and individuals.

Savemenu.png

The game thus explores what can be done with ASCII graphics to detail and explore a deep generated world. These graphics are not merely side-dressing – many of them are essential to gathering clues and information to aid you through the world. There is little direct exposition – a central challenge in the game is piecing together the information the player is able to acquire about the game world in order to uncover the path forward. In this regard the game is heavily inspired by the story and world design of the Souls series, especially Dark Souls 1.

New21.png

Set in the 16th/17th century, the game contains a number of relics of earlier civilizations, which can be explored. These temples and tombs will be full of murals generated according to ancient myths (see the art generation objective), but these murals serve not just an aesthetic purpose – they will give clues to the locations of artefacts, or catacombs containing great wealth. They will also contain procedurally-generated puzzles, mazes, and other challenges, whilst also shedding light on some aspects of the great political and sociological changes going on in the world the game is set in.

TerrainTest10.png

Ancient languages can be learnt to give greater insight into murals or ancient texts – there are a number of ancient civilizations in the game that have all but faded from view, and understanding these is key to completing and understanding the game. These languages challenge the player to decipher their meaning and subsequently use this understanding to uncover much of the secret content within the game world.

Hist1.png

New3.png

New4.png

New41.png

Gentest1375.png