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Author Topic: Dwarf Fortress meets The Outer Wilds? "Ultima Ratio Regum", v0.10.1 out Feb 2023  (Read 634975 times)

Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/exploration/Borges, v0.3 released!
« Reply #1755 on: August 07, 2013, 02:52:28 pm »

In the wall carvings, skull blocks are referred to as "the reminder of morality". Is that a typo?

It is indeed! Thanks for spotting; fixed.
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/exploration/Borges, v0.3 released!
« Reply #1756 on: August 07, 2013, 02:53:49 pm »

As long as I can have a sword that has a crazy appearance that I can set on fire, I will happily await this

The first part. Definitely the first part. MAYBE the second. Set on fire via magic or mundane means?
« Last Edit: August 07, 2013, 03:54:30 pm by Ultima Ratio Regum »
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Rowanas

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Re: Ultima Ratio Regum - roguelike/exploration/Borges, v0.3 released!
« Reply #1757 on: August 07, 2013, 04:19:16 pm »

See you fixed the quote.

I assume, fi he's been paying any attention, that he means mundane. Wrapping a sword in oil-soaked cloth might make it a worse sword, but it makes a much better torch.
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I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
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Chaoswizkid

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Re: Ultima Ratio Regum - roguelike/exploration/Borges, v0.3 released!
« Reply #1758 on: August 07, 2013, 04:49:38 pm »

Or he's wondering if you're going more for the Elona route, where weapons can be made of raw meat and cloth among basically everything else possible.
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Aoi

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Re: Ultima Ratio Regum - roguelike/exploration/Borges, v0.3 released!
« Reply #1759 on: August 07, 2013, 06:59:44 pm »

Wrapping a sword in oil-soaked cloth might make it a worse sword, but it makes a much better torch.

Not that I have any personal experience here (barring a near accident with a marshmallow where I was the perpetrator...) but being hit with a flaming bludgeon still smarts quite a bit.
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/exploration/Borges, v0.3 released!
« Reply #1760 on: August 08, 2013, 05:37:25 am »

See you fixed the quote.

I assume, fi he's been paying any attention, that he means mundane. Wrapping a sword in oil-soaked cloth might make it a worse sword, but it makes a much better torch.

Heh, yes. Incompetence ftw. Yeah, there will be no magic flaming scimitars, I'm afraid...

Or he's wondering if you're going more for the Elona route, where weapons can be made of raw meat and cloth among basically everything else possible.

No raw meat. At least, in sword form.

Not that I have any personal experience here (barring a near accident with a marshmallow where I was the perpetrator...) but being hit with a flaming bludgeon still smarts quite a bit.

Hmm, I can imagine. I mean, maybe you'll be able to attack with a flaming torch, for instance, if you have nothing else wielded, but I haven't yet totally decided how to handle non-weapons in hands (like torches). We'll have to see!
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/exploration/Borges, v0.3 released!
« Reply #1761 on: August 08, 2013, 06:53:08 am »

AND NOW, a cross-post of this week's devlog update (http://www.ultimaratioregum.co.uk/game/2013/08/08/viewing-direction-and-multi-layered-tiles/), about an aspect of ziggurats you may or may not have spotted:

Most roguelikes have a single z level and a single perspective. What I mean by the first of these is simple – each floor of the dungeon is flat, and there are never objects you’re too “high” or too “low”, vertically, to see. You cannot be too low to see over a particular barrier, and nor can you ever be too high to see something hidden below a ledge, for example. What I mean by the second, however, is that tiles look the same irrespective of the angle they’re viewed from. Viewing a wall tile from any angle is always a wall, whether you’re in the chamber the wall makes up, or the corridor that the wall is just one side of. Viewing a door will always look like a door whichever side you view it from. Obviously there may be modifiers – spells of effects that reduce your line of sight, or cause hallucinations, or similar – but the objects remain stationary in your view under normal situations.

URR is a little different. Originally I only had z levels, and that means certain areas would have to look different. This is much the same as Dwarf Fortress. Areas significantly above the player print as a filled-in ‘^’ icon; areas above you produce a ‘v’; whilst your line of sight is obstructed by areas that are too high above the player’s current level. This needed a lot of work to implement because the characters that need printing on each tile are not fixed but relative to the player’s height. However, there’s also a second aspect which is becoming increasingly important – tiles which look different from alternative angles, not just from alternative heights. In this first screenshot inside a ziggurat, you’re in the room with the relevant clue, and that displays correctly. That’s obviously what’s meant to happen, and it does so fine.


However, it is possible for the player to get behind this inscription and view it from the back. This could lead to the possibility that depending on the generation of the level, you could see a clue from behind before you actually reached that room with the clue! If the wall containing a clue was also a wall of a corridor leading to the clue, then you’d get to see the clue early (odd, but not a big issue), but also the player character would be able to magically read an inscription through the wall, which I deem to be a real immersion-breaker, and also warn the player about the location of a puzzle room in the dungeon. At the moment that final aspect doesn’t matter, but in the future with resource management and potential enemies, that kind of foreknowledge about the terrain might matter. So, I had to find a solution to this.

I considered what exactly the problem was; seeing the inscription tile, without being in the room the inscription refers to, should not show it. My first trial simply made the game notice which wall the clue was on, and print appropriately. If it was on the southern wall, any player north, north-west, north-east, west or east of the clue would see the ‘?’ whilst any player south of the clue would see the brick icon. This resulted in this:

Which worked great. What this meant, however, was that being below the inscription, even if you couldn’t actually see it, would have it reprint. Moving across the horizontal or vertical axis for a clue would make its appearance change even if there was no way to view it from behind. This worked to fix the original bug, but made other possible situations rather less elegant. If you were north of a north-wall inscription but couldn’t see it, it would still reprint. This meant that moving around would randomly keep redrawing the visible inscriptions according to each axis for each inscription that you crossed. As above, this did prevent the reading-inscriptions-through-walls error, but there’s really no need to hide the inscription in this case because you cannot view this from behind. I needed a system that would do what was shown above – inscriptions viewed from behind vanish – but only if they can be viewed from behind, so that the image below could also occur:


Without changing from the above code, the inscription to the south of me would vanish, for no good reason. So, I returned to the process and iterated it again. I added in a new piece of code that had it check whether that particular square can even be seen from behind. So, if an inscription is on the southern wall, it checks if the south-western, southern or south-eastern tile from that tile are “open” to the player, and therefore can be seen. If any of these registered as being open, then it would revert to the solution in the second square – being behind it print the wall instead. However, if they are register as closed – in the third picture it is on the northern wall, and the NW, N and NE squares are all walls – it doesn’t need to print anything new because you can never view that inscription from behind. This solution ensured that only in the very, very rare situation where the inscription can be viewed from behind will it print a wall instead.

This is part of a much wider requirement for the game. There are multiple other types of tile that have to display differently based on the player situation. For example, doors can only display if the player’s height is less than or equal to the door’s location. For example, if there is an area with a height of 20, and levels 18/19/20 contain a three-level door, then standing atop that tile must hide it, whilst being anywhere below it must show it. This means a hefty part of the rendering code is basically for “exclusions” – for showing things if the player is at certain heights, or certain angles. Most tiles can be trivially displayed regardless of your angle, but a few tiles of these sorts require special treatment. Indoor areas, because they lack height, are significantly simpler because nothing has to be rendered specially to take account of the player’s location on the z axis. I haven’t yet decided how to handle things like bridges that you can walk under, but it’ll probably be handled like walking underneath tree leaves. I don’t yet know how many other aspects like this there will be, but I’m sure more will arise as time goes by. In the mean time, however, version 0.3.1 will be released in the coming week with a set of minor bug-fixes, and will be the last version until 0.4 later this year, in which – I am proud to announce – you will be able to die. I’m hyped.
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guessingo

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Re: Ultima Ratio Regum - roguelike/exploration/Borges, v0.3 released!
« Reply #1762 on: August 08, 2013, 02:58:47 pm »

is there anything to do in the game yet? In .2 it was more of a demo of the interface. Not complaining just asking. is there any kind of a game yet? I know its still in alpha stage.
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/exploration/Borges, v0.3 released!
« Reply #1763 on: August 08, 2013, 07:05:10 pm »

is there anything to do in the game yet? In .2 it was more of a demo of the interface. Not complaining just asking. is there any kind of a game yet? I know its still in alpha stage.

Yes, the latest release contains a number of ziggurats with three-dimensional dungeon generation, procedurally generated puzzles, a lot of graphics and artwork, and a few secrets :)
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/exploration/Borges, v0.3 released!
« Reply #1764 on: August 09, 2013, 08:43:09 am »

Chaoswizkid - that puzzle clue you found a typo in, do you remember the pressure pad pattern? Also, if you could mail me those typos at mark@ultimaratioregum etc, that would be much appreciated!
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Chaoswizkid

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Re: Ultima Ratio Regum - roguelike/exploration/Borges, v0.3 released!
« Reply #1765 on: August 09, 2013, 10:07:59 am »

Uhhhhhh...  no, sorry, I don't recall. I'm thinking it might have been the two big north/south squares with a single line of 10 or 12 through the middle, but I really can't recall.

As for the typos, sure thing. I'll make a list of what I can find and send them to you later today.
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Chaoswizkid

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Re: Ultima Ratio Regum - roguelike/exploration/Borges, v0.3 released!
« Reply #1766 on: August 09, 2013, 10:38:19 am »

Well, that was less of a time investment than I thought. Sent what I could find without doing a bunch of playtesting.
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Aoi

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Re: Ultima Ratio Regum - roguelike/exploration/Borges, v0.3 released!
« Reply #1767 on: August 09, 2013, 11:07:04 am »

No raw meat. At least, in sword form.
You don't like the mental image of someone trying to kill another guy with a chunk of sharpened, raw meat?

Wasn't it IVAN where you could have your limbs turned into various things, like fruit (or less interesting materials, like diamond or wood), then cut off, whereupon you would wield it and beat your attacker to death?
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/exploration/Borges, v0.3 released!
« Reply #1768 on: August 09, 2013, 03:54:17 pm »

Uhhhhhh...  no, sorry, I don't recall. I'm thinking it might have been the two big north/south squares with a single line of 10 or 12 through the middle, but I really can't recall.

As for the typos, sure thing. I'll make a list of what I can find and send them to you later today.

Got it - will have a look.

No raw meat. At least, in sword form.
You don't like the mental image of someone trying to kill another guy with a chunk of sharpened, raw meat?

Well, I say...

Well, that was less of a time investment than I thought. Sent what I could find without doing a bunch of playtesting.

Much obliged!

Wasn't it IVAN where you could have your limbs turned into various things, like fruit (or less interesting materials, like diamond or wood), then cut off, whereupon you would wield it and beat your attacker to death?

I do believe it is, though I've never played it myself. It's somewhere on The List, though.

Meanwhile, I've just quickly adjusted the in-game inventory; categories are grey if empty, and white if not empty:

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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/exploration/Borges, v0.3 released!
« Reply #1769 on: August 11, 2013, 09:43:48 am »

Version 0.3.1 released! Changelog and download link here:

http://www.ultimaratioregum.co.uk/game/2013/08/11/urr-version-0-3-1-released-on-to-0-4/
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