Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 104 105 [106] 107 108 ... 222

Author Topic: Dwarf Fortress meets The Outer Wilds? "Ultima Ratio Regum", v0.10.1 out Feb 2023  (Read 636391 times)

Iosyn

  • Bay Watcher
  • KAKAKA
    • View Profile
Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1575 on: March 08, 2013, 03:58:47 pm »

URR looks very nice so far, I can't wait for civilizations so I can recruit people.
Logged

Ultima Ratio Regum

  • Bay Watcher
  • Games academic and "Ultima Ratio Regum" person
    • View Profile
    • Ultima Ratio Regum
Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1576 on: March 15, 2013, 01:21:47 pm »

Man, I hope somebody records your lecture at the IRDC, because I am tied with work down here in Spain.

First time a convention of personal interest appears in Poland and I had already emigrated.

Unlucky :(. I intend to record at least mine, but I'm sure someone with a better camera will likely record them all.

Yeah, me too. Even the title strikes curiosity: "Procedural Art"

It will basically be about how I created/create the graphics for the landscapes on the screen, the planets, the block designs, and how I intend to (later) create generated graphics for weapons, armour, etc...

URR looks very nice so far, I can't wait for civilizations so I can recruit people.

Thanks :). Ziggurats (early gameplay) and history generation are the two focuses for 0.3, but it won't be too many more releases until I start thinking about cities.

Meanwhile, general update: I have all but finished implementing scaling puzzle difficulty, remaining puzzle clues, remaining block graphics, and "boss"-level unique puzzle rooms (currently drawing from a database of 50+). I don't have the time to code these next few weeks, though blog entries will remain on the fortnightly schedule for now. When I next resume URR work, I'll be finishing off history gen...
Logged

Man of Paper

  • Bay Watcher
    • View Profile
Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1577 on: March 15, 2013, 01:27:46 pm »

Spoiler (click to show/hide)
Logged

varsovie

  • Bay Watcher
    • View Profile
Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1578 on: March 15, 2013, 05:34:39 pm »

Procedural hand drawing?  :P
Logged

Glloyd

  • Bay Watcher
  • Against the Tide
    • View Profile
Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1579 on: March 21, 2013, 11:27:38 pm »

Hey there. Found this, thought I might post the link. It's a collection of essays which address different metallurgical processes in different time periods, and how different metals were used for different weapons in different cultures. Along with other historical concepts. It's worth checking out for sure.

http://mygeologypage.ucdavis.edu/cowen/~GEL115/

Devling

  • Bay Watcher
  • You're all a bunch of socialists!
    • View Profile
Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1580 on: March 22, 2013, 12:09:50 am »

I sure hope this is still alive.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1581 on: March 22, 2013, 12:11:32 am »

You may notice that the most recent post by the OP is less than a week ago :P

Devling

  • Bay Watcher
  • You're all a bunch of socialists!
    • View Profile
Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1582 on: March 22, 2013, 12:26:47 am »

You may notice that the most recent post by the OP is less than a week ago :P
Things happen in a week.
Like... Okay really I just have no sense of time.  :-[
Logged

varsovie

  • Bay Watcher
    • View Profile
Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1583 on: March 22, 2013, 10:01:58 am »

URR, if you don't post every 24h, I'll rape, eat and kill (in that order) one kitten every hour!

@Glloyd, very interesting and well written, thank.
Logged

Xantalos

  • Bay Watcher
  • Your Friendly Salvation
    • View Profile
Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1584 on: March 22, 2013, 11:18:01 pm »

Downloading now. Awww yeah.
Ohmygoditgenerateswholesolarsystems
I must ask, though, am I just unlucky or does the game have any functioning civilizations yet?
« Last Edit: March 23, 2013, 12:13:51 am by Xantalos »
Logged
Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

Dutchling

  • Bay Watcher
  • Ridin' with Biden
    • View Profile
Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1585 on: March 23, 2013, 11:49:26 am »

I must ask, though, am I just unlucky or does the game have any functioning civilizations yet?
No civs yet.
Logged

Xantalos

  • Bay Watcher
  • Your Friendly Salvation
    • View Profile
Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1586 on: March 23, 2013, 11:50:35 am »

I must ask, though, am I just unlucky or does the game have any functioning civilizations yet?
No civs yet.
That would explain it.
Are there any other units?
Logged
Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

Aerval

  • Bay Watcher
    • View Profile
Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1587 on: March 23, 2013, 04:17:42 pm »

I must ask, though, am I just unlucky or does the game have any functioning civilizations yet?
No civs yet.
That would explain it.
Are there any other units?

Not in 0.2 but in 0.1 were some, if i remember correctly
Logged

Mookzen

  • Bay Watcher
    • View Profile
Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1588 on: March 23, 2013, 04:51:39 pm »

Dropping in for the first time, the project sounds very interesting. Is there a list of features already in the game ? In short, what can be done in the current version, how far along in development is the game ? (some description of the current state of the game would probably compliment the OP well)
« Last Edit: March 23, 2013, 04:55:13 pm by Mookzen »
Logged

Ultima Ratio Regum

  • Bay Watcher
  • Games academic and "Ultima Ratio Regum" person
    • View Profile
    • Ultima Ratio Regum
Re: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)
« Reply #1589 on: March 24, 2013, 08:09:46 am »

Procedural hand drawing?  :P

Let's not rule it out...

Hey there. Found this, thought I might post the link. It's a collection of essays which address different metallurgical processes in different time periods, and how different metals were used for different weapons in different cultures. Along with other historical concepts. It's worth checking out for sure.

http://mygeologypage.ucdavis.edu/cowen/~GEL115/

Very interesting stuff! I'm still considering how exactly I want weapons and armour to both a) function and b) be generated, and that's all far from certain at the moment. I've gone through around a dozen ideas/iterations in my head, though I've not settled on one yet. Either way, all this materials stuff is mighty useful.

You may notice that the most recent post by the OP is less than a week ago :P
Things happen in a week.
Like... Okay really I just have no sense of time.  :-[

Haha, don't worry, it is 100% not dead. I've had to take breaks of a month or two in the past to heavily focus on my academic work; this isn't the first time, and alas it won't be the last, but the game is 100% still in development, and will be for the foreseeable future!

URR, if you don't post every 24h, I'll rape, eat and kill (in that order) one kitten every hour!

@Glloyd, very interesting and well written, thank.

Such emotional blackmail!

Downloading now. Awww yeah.
Ohmygoditgenerateswholesolarsystems
I must ask, though, am I just unlucky or does the game have any functioning civilizations yet?

Nope; not yet. Civilizations WILL exist for the next version in the history and the encyclopedia, but cities and things are still a way off. Which is to say, to clarify - you will be able to read about civilizations, but their actual structures will not exist. For the most part.

Not in 0.2 but in 0.1 were some, if i remember correctly

There were indeed, but that was back when URR was high fantasy, so they're all ancient history...

Dropping in for the first time, the project sounds very interesting. Is there a list of features already in the game ? In short, what can be done in the current version, how far along in development is the game ? (some description of the current state of the game would probably compliment the OP well)

Thank you! You can generate solar systems, explore the map, check the graphics/options, climb, run, and use the 'L'ook function to have a look at pretty much everything around you. As for how "far" along the game is... that's a tough question to answer. But real gameplay is going to begin with the next version, which I'm working on at the moment. Good idea re: the OP, I'll change it soon.
Logged
Pages: 1 ... 104 105 [106] 107 108 ... 222