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Author Topic: Dwarf Fortress meets The Outer Wilds? "Ultima Ratio Regum", v0.10.1 out Feb 2023  (Read 632761 times)

Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #810 on: July 20, 2012, 05:52:28 pm »

As long as you don't Post-Morrowind the skill list (referencing The Elder Scrolls and the baleetion of a good 50-60% of the skills between Morrowind and Skyrim [not saying their skill list didn't need some clipping!]). I definitely trust you know what you're doing though.
This game being released, even in this barest of forms, has been one of my top highlights of this month so far (seeing Roger Waters perform The Wall is the only thing right now that I can think of that I was more amped for).
Even including the bugs that you've been stomping at an awesome pace, I find myself starting up URR before I realize what's going on.  As was previously stated, I can see this quickly becoming the game.

Also, you're awesome, and you should know that.

Oh no - and thanks, hopefully I do! I've been doing a lot of sketching and design work on skill trees this week (I've been helping out at a conference, and between talks there's a lot of spare time). I'll probably upload some blurry teaser photos at some point :). Thanks so much, both re: highlights, and awesomeness; it really means a lot that you're that taken with the game. I think enough bugs have been stomped for the time being, so 0.1.3b is going to be the last until 0.2.0...

Finally got a chance to try it out last night. Looks great, good interface, played smooth. No crashes, but then I didn't get to do much. Mostly just walked around, picked up some random stuff (a wooden mace and an Amber? Halbard). Then got attacked by wolves.

Killed most of them, but died to the last one.

Fun! I'll have to try it some more. Although the random materials for items was a bit odd. How do you get an Amber Halbard?

Excellent! Ah, yes, materials need changing at some point. They were implemented in that fashion back when I thought it was going to be much more of a dungeon-crawling game. I have no idea how you get an amber halberd :(

oh awesome, B12 in acknowledgements!

trying to think of other quotes that'd be suitable. closest I got was 'before you criticise someone, walk a mile in their shoes, because then you'll be a mile away, and have their shoes.'

I need to work on finding more suitable quotes :/

Ninjaedit: 'I must study politics and war, that our sons may have liberty to study mathematics and philosophy'-John Adams

knowing me though, you already go that one

Haha; I do like the shoes one. I've heard the pol/war one before, but it wasn't on the list - it is now, though!

Jurassic Park obviously. Which begs the question and/or suggestion. Can we have a secret volcanic island that would be home to dinosaurs on spawn. And perhaps neanderthals for a civ? Kind of like "The unclaimed new world" That would be a cool little adventure to have on a boat. Just saying. Then you could get amber-material weapons. Aww yeah.
I heartily endorse any and all Dino-biomes
Yeah, see Im not the only one who wants this lol. Of course itd be down the road, but something to think about.

It's... an interesting idea. I can't promise anything, but I may add in other external world generation sliders in the far future that would make something like that possible. If you pick younger human civilizations, there may be mammoths and things around, at the very least...

I don't recall if it was discussed, probably was knowing you guys, but I'd love to eventually have the opportunity to interact with tribal or civilizations similar to the Aztecs, Mongols, Native Americans and the like. They could have unique weapons and such, and of course their troops and customs would vary widely. It'd also add another interesting aspect if a base magic is introduced (I'm in favor of a magic system that remains mid(?)-fantasy, like alchemy and rituals and the like), especially with groups similar to the Central American tribes, centering it around a few high priests, sacrificial rituals, and neat junk like that. Of course, that'd be so far down the line (and unlikely to happen) that I feel silly mentioning it.

Yes - I 100% don't want all civilizations to have the same technological level, for one thing. Setting the age of human civilization will determine the *highest possible* technology, but it's unlikely all civilizations will have reached it. I have a massive file in notepad++ with civilization/political/social/cultural ideas, and these are very similar. However, I can guarantee magic is never going to make an appearance in the game, I'm afraid :(. Everything else about varied civilizations I fully want to implement, though! I'd like there to be a mix of empires, countries, city-states, tribes, civilizations cut off from the rest of the world, cosmopolitan ones... I think (especially in younger worlds) it would be really fun to play around with civilizations like the aztecs, and get a nice bit of culture shock going!
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Elshar

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #811 on: July 20, 2012, 06:57:52 pm »

retrieved the proper quote, and the name:
"Before you criticize someone, you should walk a mile in their shoes. That way when you criticize them, you are a mile away from them and you have their shoes."

~ Jack Handey

EDIT: protip: if in need of quotes, look at the Civ series.

lol I love those Jack Handey quotes. Ever see the SNL bits with them?
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Devling

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #812 on: July 20, 2012, 08:00:12 pm »

I haven't read a fraction of this thread, I haven't even played the game.
But I have to say this.

Fuck Yes Please.

That is all.
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Nighthawk

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #813 on: July 20, 2012, 08:14:55 pm »

Played a bit after finally getting back from a long family vacation. It works really well - the interface is easy to navigate, makes sense, and is great in general. Went and fought a couple cyclops, found that they're insanely strong and incredible at messing up my skull. Died twice due to a shattered skull, managed to kill one by taking out its torso.

No complaints, everything that was promised works perfectly. I'm sure the next release will be even more awesome!
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Frumple

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #814 on: July 20, 2012, 08:38:22 pm »

However, I can guarantee magic is never going to make an appearance in the game, I'm afraid :(.
!!!

Haven't been keeping too much up with the thread, but... plans for magic were dropped?
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inEQUALITY

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #815 on: July 20, 2012, 08:45:26 pm »

However, I can guarantee magic is never going to make an appearance in the game, I'm afraid :(.
!!!

Haven't been keeping too much up with the thread, but... plans for magic were dropped?

Same here, haven't been following in here either, and this makes me a little disappointed. However, I'm sure there's good reasons for it. Power level, coding issues, possibility of it becoming too much of a 'unfun' mechanic, etc. etc.

This game can be (and is on track to be!) an amazing game without it, so that in itself is one reason not to include it, I suppose.  :P
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agertor

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #816 on: July 20, 2012, 10:31:18 pm »

So expanding from what you said to my idea, there is a time to technology level? Ranging from basic stones and sticks to arrows and swords, to perhaps basic firework artillery and basic firearms? Or wut?
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Weirdsound

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #817 on: July 21, 2012, 08:32:41 pm »

Oh. This is out now? Awesome. I've been peeking at Other Games and checking at this every so often. Can't wait to give it a try when I'm not bogged down with forum games.

Gratz on release.
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Devling

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #818 on: July 22, 2012, 02:27:06 am »

Have... Have towns been implemented?
*sigh*
waiting eagerly...
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fred1248

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #819 on: July 22, 2012, 02:32:53 am »

I'm fairly certain that we need to wait at least 2 or 3 more years until all the core features are fully implemented.
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Break his other leg.

Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #820 on: July 22, 2012, 07:34:34 pm »

I haven't read a fraction of this thread, I haven't even played the game.
But I have to say this.

Fuck Yes Please.

That is all.

Excellent.

Played a bit after finally getting back from a long family vacation. It works really well - the interface is easy to navigate, makes sense, and is great in general. Went and fought a couple cyclops, found that they're insanely strong and incredible at messing up my skull. Died twice due to a shattered skull, managed to kill one by taking out its torso.

No complaints, everything that was promised works perfectly. I'm sure the next release will be even more awesome!

Glad to hear it; yeah, combat needs a lot of balancing. See 0.2.0 for details. Thanks! :)

However, I can guarantee magic is never going to make an appearance in the game, I'm afraid :(.
!!!

Haven't been keeping too much up with the thread, but... plans for magic were dropped?

Same here, haven't been following in here either, and this makes me a little disappointed. However, I'm sure there's good reasons for it. Power level, coding issues, possibility of it becoming too much of a 'unfun' mechanic, etc. etc.

This game can be (and is on track to be!) an amazing game without it, so that in itself is one reason not to include it, I suppose.  :P

The basic reasons are, 1) I want a 95% realistic world if you enable mythical creatures, 100% without; 2) a thousand other games have magic, 3) I don't want to spend the amount of time I would spend on magic on magic, since I could be spending it on all the strategy/4x/political/social stuff I want to explore instead, which remain totally new to ASCII games (as far as I know). The default setting is very much 100% realism; you can add mythical creatures if you want, but their role will be small. Also, thanks! There was also an issue about not being sure how to balance magic in a large-scale game like this...

So expanding from what you said to my idea, there is a time to technology level? Ranging from basic stones and sticks to arrows and swords, to perhaps basic firework artillery and basic firearms? Or wut?

Yeah, I've been thinking about technology levels for a bit. Depending on the setting, I'd like to go from absolute basic weapons (the lowest will likely be bronze age weaponry) up to perhaps very, very early gunpowder (or maybe even modern era, but let's not ahead of ourselves!). You choose the amount of history in the world generation.

Oh. This is out now? Awesome. I've been peeking at Other Games and checking at this every so often. Can't wait to give it a try when I'm not bogged down with forum games.

Gratz on release.

Thanks - feels great to have it playable, and to have a coherent plan for the next two releases, too.

Have... Have towns been implemented?
*sigh*
waiting eagerly...
I'm fairly certain that we need to wait at least 2 or 3 more years until all the core features are fully implemented.

Not even close, Devling :)! Give it six-eight months for history generation (after all combat and basic gameplay mechanics) then we'll see what the next priority is.
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fred1248

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #821 on: July 22, 2012, 08:52:42 pm »

Something tells me you'll be suffering from sleep deprivation for the next 6 to 8 months  :(
Don't push it too hard, man. We can wait.
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How do you deliberately crutch a dwarf who seems to have no urge to go to the hospital and be diagnosed with "walklessness?"
Break his other leg.

Weirdsound

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #822 on: July 22, 2012, 11:48:21 pm »

I think he mentioned he was a Grad Student. Sleep deprivation should in theory be his default state.

I also noticed 'undead civilization' mentioned several times on the world gen options. Can't wait to see how undeath will be handled without magic.
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #823 on: July 23, 2012, 06:52:47 pm »

Something tells me you'll be suffering from sleep deprivation for the next 6 to 8 months  :(
Don't push it too hard, man. We can wait.

I think you're right - two/three months for skills, another two after that for mechanics, then history. I mean, history MIGHT end up way easier than expected, but... I wouldn't count on it. Thanks :) - don't worry, I'll take the time to get it right.

I think he mentioned he was a Grad Student. Sleep deprivation should in theory be his default state.

I also noticed 'undead civilization' mentioned several times on the world gen options. Can't wait to see how undeath will be handled without magic.

Yes, I am indeed doing a PhD, which is my priority for the coming month, as I have 40k words to submit before the next academic year starts, and I'm working on a paper to try and get published in a journal. There's a blog entry up today on z levels (go read! http://www.ultimaratioregum.co.uk/game/2012/07/24/faux-3d/) and there will be another in a fortnight, but development is slow at the moment. This is also because I'm doing a lot of concept work on how I want skill trees to function before I actually go around and implement the things. Yes, if you enable mythical creatures, the undead will appear, but I'm not sure about the specifics...
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Devling

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #824 on: July 23, 2012, 08:03:40 pm »

When I first saw this I was like,
"Mount and Blade meets Dwarf Fortress? Have you been looking into my dreams?"
I'm sure this will be worth the wait.
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