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Author Topic: Dwarf Fortress meets The Outer Wilds? "Ultima Ratio Regum", v0.10.1 out Feb 2023  (Read 635171 times)

Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.4 released!
« Reply #1875 on: January 24, 2014, 05:16:50 pm »

One sigil example:

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Dutchling

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.4 released!
« Reply #1876 on: January 24, 2014, 05:20:28 pm »

Sweet. Is that feudal or...?
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.4 released!
« Reply #1877 on: January 24, 2014, 05:51:05 pm »

Sweet. Is that feudal or...?

It is indeed - only feudal civs will have coats of arms. The others will have other things I'm still figuring out/working on :)
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Draxis

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.4 released!
« Reply #1878 on: January 24, 2014, 07:04:10 pm »

Having the nonfeudal civs being associated with one or more items and animals would be neat - they could both use it as a symbol and have a general preference for it.  Not sure how that fits in with what you have though.
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coolio678

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.4 released!
« Reply #1879 on: January 24, 2014, 09:00:25 pm »

You make some lovely looking ANSI skulls. It never fails to impress me
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Dwarves passing by get good thoughts from the mist of water and exploding felines.
Anyone of the equivalent to the royal bloodline in a nomadic group would have a sun tattooed on their hand, or a scrotum on their forehead (it's a little-known fact that fraternities are based off of long-forgotten tribes).

Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.4 released!
« Reply #1880 on: January 25, 2014, 06:43:10 am »

Having the nonfeudal civs being associated with one or more items and animals would be neat - they could both use it as a symbol and have a general preference for it.  Not sure how that fits in with what you have though.

Ah, they are! Take, for example, this pic:



Nomadic and hunter-gatherer civs aren't going to have the same kind of "family"/"house" dynamics as feudals, but rather the entire civ will be represented by these icons. Nomadic shields will contain their civ icon (shields as in the actual physical objects), and I'm still designing how hunter-gatherer shields will look, but I have a few ideas.

You make some lovely looking ANSI skulls. It never fails to impress me

Thank you good sir :)
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.4 released!
« Reply #1881 on: January 25, 2014, 07:38:04 am »

Feudal civilizations will consist of (currently) between three and four noble houses/families. At the start of the game you’ll be assigned to one of these families, though not the ruling one (and there will be different rules for theocracies). I’m currently working on generating the coats of arms for these houses, which consist of two or three parts. Firstly there’s the escutcheon in the middle, which is the shield that might have a particular design on it consisting of a single large figure or a number of smaller ones; secondly there are two “supporters”, generally animals, on either side of the shield which will be the next thing to work on; and thirdly there’s a motto down below. I’m not yet certain about whether I’ll be generating supporters – I am considering the ease of looking up families in the in-game encyclopedia, and adding supporters means the icon of the family will take up a lot more room than it currently does (though I think a motto is essential!). I’ve thus far been doing the central component, the shield and the symbol(s) or sigil(s) displayed upon it. I want these to be unique, immediately identifiable, and appropriate to be used on actual physical shields later in the game. If you fight someone and look at their shield you should know what house they belong to (or what house they stole a shield from!). I first set about generating the patterns on the escutcheons with a variety of different colours. Here’s a selection of what the game can produce:


With that done, I then came to the question of the designs. There are several possibilities for what designs will be assigned to the shield; the most common will be a single large figure that takes up most of the shield. Whilst I am aware this is actually relatively rare in real-world heraldry, it is (obviously) easier to draw a single large figure to a solid level of detail than several small ones. There will be some shields which use a number of other designs – for example, a shield where two horizontal designs are laid one above the other, or two vertical designs side-by-side, or a number of smaller, quarter-sized designs. I’ve currently drawn up sixty-four full-size designs; maybe half of these will be generated each game – based on the number of feudal civilizations and the existence of other two- or three- or four-part shields – and, given that you’ll have to explore and survive in the world to find them, it’ll be a while until anyone has seen them all (not to mention the fact I’ll probably add more to the database as time goes by). I don’t want to show off all the sigils up front, but here’s a selection of six with randomly generated colour palettes:


I’m currently working on what in-game role families are going to play. I suspect they are going to be similar to religions – they are more to do with allies and associations than with bonuses and buffs, like civilization policies. URR won’t be a “you start as a random peasant” game, as you’ll be starting as part of a noble house/family – there are various reasons for this, one of which is plot-based (and will become clear later) and it is easier to start the game as a character which can reasonably be assumed to be literate and educated. Lastly, I’ve taken to updating the development plan page (http://www.ultimaratioregum.co.uk/game/development-plan-2/) both with plans further afield than the immediate release I’m working on and the one or two after that, and also checking off when certain objectives have been completed by striking through them. Let me if you have any thoughts on the sigils, everything else in this entry or the future plans now up on the development plan page, and I’ll see you all next week.
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Dutchling

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.4 released!
« Reply #1882 on: January 25, 2014, 07:46:52 am »

Oh nice! Some questions...

Will the noble houses that lead a (feudal) nation at the beginning of the game be the same that lead it once you start playing? (AKA can houses get wiped out and replaced?)
Are you planning on making them able to merge or 'inherit each other' somehow? I mostly ask this because merged coat of arms is something I like, even though it'd obviously be a little impractical because of the game's graphic.
Also, I assume (given the game's name) motto's will be in Latin?
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BigD145

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.4 released!
« Reply #1883 on: January 25, 2014, 11:06:09 am »

Further question: Why does that coat of arms include the bird's cloaca?
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.4 released!
« Reply #1884 on: January 25, 2014, 11:17:03 am »

Oh nice! Some questions...

Will the noble houses that lead a (feudal) nation at the beginning of the game be the same that lead it once you start playing? (AKA can houses get wiped out and replaced?)
Are you planning on making them able to merge or 'inherit each other' somehow? I mostly ask this because merged coat of arms is something I like, even though it'd obviously be a little impractical because of the game's graphic.
Also, I assume (given the game's name) motto's will be in Latin?

Excellent question. Houses can get wiped out and replaced, yes, and the in-game history should show you some information about the fallen houses, though I'm still working on the specifics. Merging is an interesting question, and initially my answer is "no", but actually, two would be easy to blend - take the image from one and the background from another say. Interesting notion! I'll have to think about it :). The mottos will probably be generated in English as Latin isn't a "real" language in the in-game world, but I haven't decided just yet.

Further question: Why does that coat of arms include the bird's cloaca?

It does?! That herald looks like a cloaca-free zone to me!
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Dutchling

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.4 released!
« Reply #1885 on: January 25, 2014, 11:37:31 am »

Further question: Why does that coat of arms include the bird's cloaca?
If you mean the bird in the pic I posted, it's Granada's pomegranate. You should play more Europa Universalis ;)
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BigD145

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.4 released!
« Reply #1886 on: January 25, 2014, 11:54:11 am »

It's also pretty darn close to .... the appropriate place. Someone was very clever with that coat of arms.
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.4 released!
« Reply #1887 on: January 25, 2014, 12:32:08 pm »

Further question: Why does that coat of arms include the bird's cloaca?
If you mean the bird in the pic I posted, it's Granada's pomegranate. You should play more Europa Universalis ;)

Oh, THAT herald! I thought you meant one of the URR ones. I do have EU IV downloaded, and it looks amazing, but I just haven't had the time to really get into it yet :(
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.4 released!
« Reply #1888 on: January 26, 2014, 11:10:37 am »

Just started work on other kinds of crests, like those with two horizontal designs stacked, or two vertical designs side-by-side, and so forth. Screenshots coming in the near(ish) future!
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.4 released!
« Reply #1889 on: January 31, 2014, 04:27:16 pm »

Finished up work on crests made of 4 smaller designs (one in each corner) - might post some of them with tomorrow's update, or give it a week until I've got some larger designs that can go with the small designs (like ones that are vertically down one side, or horizontally at the top or bottom) until I show them off :).
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