Posts Tagged ‘Ultima Ratio Regum’

Ultima Ratio Regum v0.6.0 Adds Cities, Fortresses, Coins

By Graham Smith on December 15th, 2014.

Dwarf Fortress‘s development is a joy to follow along with, but its age means that each new update, however large, is designed to add greater complexity and nuance to its simulation, and much of the heavy lifting for its procedural world generation was done long ago.

Ultima Ratio Regum aims to be a roguelike crossed with a 4X, and at this stage it’s not as far advanced as Dwarf Fortress nor even really a game. But that means you get to follow along as the fundamental code underpinning its world is formed. Version 0.6.0 was just released and it takes the overworld map added long ago and drills deeper, so that each city that appears upon it can now be walked around at street level. Or as the patch notes put it, you can now “Explore massive and varied feudal cities (each able to support a population of ~300,000+), each with its own range of districts, architectural styles, and buildings influenced by the political and religious choices of its civilization.”

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YES: Ultima Ratio Regum Dev To Build Worlds Full-Time

By Adam Smith on July 7th, 2014.

We’ve written about Ultima Ratio Regum before. It’s an incredibly exciting project that could end up in the same rarefied sphere as Dwarf Fortress – a complex simulation of ASCII worlds that have history, detail and depth. The current release is capable of generating a world and the basic history of the cultures that have evolved upon it, but there isn’t a huge amount to do beyond the procedural riddle puzzles contained in scattered ziggurats. A typical early feature of many games, eh?

As for the rest, it’s all detailed in the development plan and a new announcement suggests it’ll be on the road to completion sooner than expected. Developer Mark Johnson will be working on the game full-time for a year from September. And there isn’t a Kickstarter in sight.

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DevLog Watch: Trees, Religions, Spaceships

By Graham Smith on March 24th, 2014.

Games are varied, no?

GIFs aren’t only the internet’s favourite medium for sharing slapstick animals. They’re also a tool for democratising promotion and marketing. Can’t afford the time or money necessary to edit together a slick trailer? Don’t worry, a three-second GIF may better convey what’s smart, cool and interesting about your game.

Or if your game doesn’t have animation just write really long posts detailing the making of it anyway. Whatever. DEVLOG WATCH GO.

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Interview: Ultima Ratio Regum, A Generated 4X Roguelike

By Graham Smith on October 18th, 2013.

Even the menu image is generated each time.

Ultima Ratio Regum is a “a semi-roguelike game inspired by Jorge Borges, Umberto Eco, Neal Stephenson, Shadow of the Colossus, Europa Universalis and Civilization.”

Ultima Ratio Regum so far procedurally generates a solar system, a planet and its continents, ziggurats, the riddles and block-pushing puzzles that allow you to explore those ziggurats, and the positions of the vines covering the blocks you’re pushing. It’s beautiful.

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. I emailed Mark Johnson, the game’s solo developer, to talk about all of the above.
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