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Author Topic: Dwarf Fortress meets The Outer Wilds? "Ultima Ratio Regum", v0.10.1 out Feb 2023  (Read 635933 times)

Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.6 released!
« Reply #2400 on: February 20, 2015, 06:56:11 pm »

Do not worry folks, very rare combat will remain! And it will be awesome.

Re: special cathedral names, I'll certainly consider it. I'm going to implement alternate names for some things (like titles for important figures and the like, and nicknames for cities as we'd discussed before) but I will probably still keep "cathedral" as an overall title for such buildings (like castles are all "castles" even if they have their own unique names), just for the sake of new-player clarity! Not yet sure what this weekend's blog post will be - it'll either be a general update (I've almost finished crypts, and they're looking very exciting; I've also worked on barracks and some other smaller buildings), a massive update on specifically altars and how I generate them, or a mysterious Something Else. Not sure yet.

But damn, crypts are looking good. Wildly varied, not too big, not too small, some distinct "themes", big differences between crypts under graveyards and under cathedrals...

Re: game freezing, oh, it'll still be updated! Changing the world is an absolute core of URR's gameplay, starting as of this year (finally!)
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.6 released!
« Reply #2401 on: February 22, 2015, 10:06:19 am »

IRDC Stuff

First off: I am organizing the International Roguelike Development Conference (Europe) at either the University of Lincoln, or the National Videogame Arcade in Nottingham (both in the UK), probably at the end of June (27-28). If you are interested in attending, please let me know. I’m also giving the “keynote” talk at the North American IRDC (more information at http://irdc2015usa.tumblr.com/) but the fellow organizing it really needs to know about numbers and those interested as soon as possible. John Harris, writer of the long-running @Play column, is also likely to attend, and I’m in the process of trying to get in touch with some interested North American games academics. Again, if you’re in NA and interested in attending, please get in touch with either me, or the organizer via the Google form on the tumblr link I posted above. It is hugely important that we get some idea of numbers, especially for the NA IRDC, since one has never been successfully hosted in North America before.

Now, onto URR (though I’m afraid the above message will likely pop up every few weeks on this blog, since I want to get as many people attending both as possible!).

Crypts

My main focus this week has been on generating crypts. These appear below cathedrals and graveyards, and are quite rare – probably around half a dozen or so will be generated in the entire world. Those below a cathedral are home to religious leaders, saints, holy warriors and the like (assuming their bodies were recovered), and may also contain things like altars, religious archives, and various other things you’ll have to seek out for yourself. On the other hand, crypts beneath graveyards are “secular” and focused on the ruling family/house of that nation, so contain past rulers, important figures from that house, and the like, and since that crypt is more public than one directly beneath a cathedral, you may (in 0.8 ) find some other individuals lurking around there as well. The “segments” that make up a crypt are, like so much else, dependent on the shapes preferred by the civilization, so you’ll find crypts with lots of squares, circles, octagons, and various other shapes; they also vary massively in their layouts (I used a modular node-based generation system for these), and their “themes” – for instance, the top crypt of these two has a “desert theme” and sand has begun to flood in; the second crypt has an “overgrown” theme being found in a jungle; and there are several other, rarer, and pretty interesting themes which can affect the entire crypt. I’ll probably have these themes spread into other underground areas as well in the future.





One interesting feature of crypts (and from this point onwards this will apply to all underground areas) is the lighting system. You see those yellow/orange/red symbols in the pictures above? These are candle stands or braziers, and in-game they flicker between the three colours, and provide light, even if you haven’t explored what is between them. This means that you can sometimes spot areas distant in the dungeon which are lit as long as you have a clear line of sight to them, even if you cannot see what lies in-between. Experientially this makes for a very intriguing experience exploring an underground area which is quite distinct from other regions – as you explore you sometimes “catch a glimpse” of a part of the crypt you haven’t yet explored, and it makes it feel more like “discovery” than some above-ground areas. Also, in 0.8 onwards unless you have your own source of light your FOV will be significantly reduced, so other lights in the crypt act as “waypoints” to guide you from location to location. The grey ohm symbols, meanwhile, are sarcophagi/cadaver tombs themselves, and I’ll be working on the generation of the graphics for those (and their connection to family histories) soon.

Barracks

One of the “small” buildings I worked on this week was the barracks, which spawn in huge numbers in the military districts of feudal nations, and can also spawn in much smaller numbers (but larger buildings) in the rare desert fortresses of nomads. The fortress barracks are on the left, the feudal fortresses on the right. Currently they only spawn beds, but in 0.8 or 0.9 you will also have piles of items for that particularly soldier – armour, weapons, clothing, etc – next to their bed. Doors sometimes spawn and sometimes down; some rare barracks will spawn with chairs or tables in as well as beds; but they’re generally pretty compact, though they do have a decent number of different possible layouts (which are always consistent throughout a civilization). I’ve also (as per an excellent suggestion) made the glyphs for basic floorings (wooden and soil, in this case wooden) much simpler, and darker, to accentuate the contrast with the walls.



Stables

Not much to show here. They’re stables, aren’t they? And stables without horses. What is a stable without a horse? Who knows?



Parliaments

I’ve also got to work on parliament buildings for feudal nations that have “Representation” as their leadership policy. In this case they are ruled by a President/Prime Minister/First Minister/etc, and this person exists within structures like the Red Senate, the Wise Congress, etc. In 0.8 this person should therefore have a “schedule” of movement between the castle (which will obviously be different for a Representation nation than, say, a Stratocracy ruled by the military) along with an appropriately protective retinue. There are meanwhile four basic layouts for parliaments, and each one then has a wide range of interiors, which also vary according to a number of other civilizational policies (and just general preferences in other ways). They have several floors, and sometimes a bell tower, and as with everything/everywhere else in the game, I’ve implemented appropriate code to allow them to contain some intriguing hidden secrets. Parliaments will also contain significant histories on the nation in question, lots of important people, and probably also some information on criminals, new laws to be enacted, etc, but we’ll figure that out later! As ever, I’m working hard to make sure every type of building looks distinct – admittedly Parliament buildings are pretty damned table/chair-heavy compared to others, but I still think it works (here are horizontal and vertical parliamentary buildings):







And you see those white diamonds? Those are PAINTINGS. Obviously those will be focused in galleries, but you might also find a couple in upper-class houses, parliaments, castles etc, and once I get around to those they will all be procedurally-generated and yield hints about the world. They will serve the same function as statues, but those are both big procedural jobs, so probably… 0.9? Maybe 0.8, but I doubt it, given that NPCs is a pretty colossal/massive thing to work on for 0.8.

(Also, I am aware the middle image looks like the Parliament of Mordor – was just a fluke from a civilization with a dark brick colour, and it was in the tropics, so dark woods are going to be used for the furniture!)

Next Couple of Weeks


Despite the well-documented folly of attempting to predict future blog posts, I’m going to try it again here. The next two weeks (though I’m not sure which order) will consist of two posts. Firstly, I’ve written a very detailed analysis of how the graphics for religious altars are generated (I have thus far own shown a very small fraction of these on the blog), and that’s one partly written for an audience not yet au fait with URR, so I’ll be advertising that post quite heavily; the other entry is an analysis of the danmaku world record I just got this week (!), which comes with a pretty amazing video (if I do say so myself). So one of these should be next week, and one the week after, but I’m not sure about the order just yet. See you then!
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Retropunch

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.6 released!
« Reply #2402 on: February 22, 2015, 10:56:58 am »

The crypts look incredible! Will some be trap filled? They almost look too exciting to just have dead people in them. I love the idea about torches and lighting, it'll allow you to find interesting things (which I imagine there would mostly be torches around) more quickly, as well as add all sorts of tension when combat is in.

One thing that came to mind when you mentioned the 'Red Senate', was if colours are closely connected to civilizations. I know there are civilization colour schemes, but I didn't know if they were connected to wording as well? It might make it interesting to have red as the Civ colour, and then names, places, organizations going off that (The Red Senate, The Maroon Hold, The Burgundy Inn and so on).

All this amazing work and I'm still agonising over the dashes and colons on the floor! I noticed that the barracks didn't have any dashes, and I think it looks clearer, although the colons do still look like something solid in my mind. I decided to do a mockup in paint of a part of the crypt without dashes or colons, as I don't know how difficult it would be for you to just rip them out:

I do think it looks cleaner, although with a better distribution of fullstops and commas it would look a lot better. I'm sure this is just due to playing many years of RLs with just fullstops as ground, but I think in a game so tightly packed with stuff it needs to be as clear as humanly possible.
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.6 released!
« Reply #2403 on: February 22, 2015, 02:23:43 pm »

The crypts look incredible! Will some be trap filled?

Maaaaaybe. Honestly, for now, actually no, but ziggurats have also been removed, and I need to seriously think about the interaction between different maps/areas, NPCs, traps, and the player, before I were to add any back in!

They almost look too exciting to just have dead people in them. I love the idea about torches and lighting, it'll allow you to find interesting things (which I imagine there would mostly be torches around) more quickly, as well as add all sorts of tension when combat is in.

Agreed! I'm also putting in the background code I can use in 0.8 for spawning some rare NPCs in graveyards; for instance one might find a hermit hiding in a graveyard crypt, or possibly a religious archivist in a cathedral crypt, and a bunch of other rare possibilities...

One thing that came to mind when you mentioned the 'Red Senate', was if colours are closely connected to civilizations. I know there are civilization colour schemes, but I didn't know if they were connected to wording as well? It might make it interesting to have red as the Civ colour, and then names, places, organizations going off that (The Red Senate, The Maroon Hold, The Burgundy Inn and so on).

Colours are sort of associated. Flag colours affect the colours of snazzy floor tiling (on the floor of the Parliament buildings, not on the floors of the crypts), and will also affect a few other things. For instance, when we get onto book generation I'm going to have the most expensive/valuable of books have proc-genned leading letters (like http://world4.eu/wp-content/uploads/2013/08/letter.jpg ) and the colours on those letters will be dependent on the civilization that spawned them! There's also a few other ways in which colours "matter", but actually places and things aren't, currently, linked into that system. It would take... a decent amount of reworking to add that at this point, so I'm not sure if that'll happen...

All this amazing work and I'm still agonising over the dashes and colons on the floor! I noticed that the barracks didn't have any dashes, and I think it looks clearer, although the colons do still look like something solid in my mind. I decided to do a mockup in paint of a part of the crypt without dashes or colons, as I don't know how difficult it would be for you to just rip them out:


THEY'RE GONE, THE DASHES ARE GONE

I do think it looks cleaner, although with a better distribution of fullstops and commas it would look a lot better. I'm sure this is just due to playing many years of RLs with just fullstops as ground, but I think in a game so tightly packed with stuff it needs to be as clear as humanly possible.

THE DASHES ARE NO MORE

Btw, are you coming to the IRDC? You really should if you can!

« Last Edit: February 22, 2015, 03:48:39 pm by Ultima Ratio Regum »
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Retropunch

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.6 released!
« Reply #2404 on: February 22, 2015, 05:18:43 pm »

Horray!!! I'm very excited to see the areas without dashes!!
I can well imagine that traps might conflict with NPC areas (you don't want them all dying to traps) but perhaps keeping all traps behind locked doors would be good. Are ziggurats removed completely? Will they be coming back?

I'm not sure if I'll be able to make IRDC, I'm currently out of the country and may not be back in time - I'd love to go if I could. I'm actually thinking up a presentation on crime in games for some sort of game dev conference sometime - I'll let you know nearer the time!



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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.6 released!
« Reply #2405 on: February 22, 2015, 11:38:13 pm »

Looks great. Will definitely look at it when it's released.
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.6 released!
« Reply #2406 on: February 25, 2015, 12:54:35 pm »

Horray!!! I'm very excited to see the areas without dashes!!
I can well imagine that traps might conflict with NPC areas (you don't want them all dying to traps) but perhaps keeping all traps behind locked doors would be good. Are ziggurats removed completely? Will they be coming back?

I'm not sure if I'll be able to make IRDC, I'm currently out of the country and may not be back in time - I'd love to go if I could. I'm actually thinking up a presentation on crime in games for some sort of game dev conference sometime - I'll let you know nearer the time!

Zigs... are probably gone for good. I just can't see a way to integrate them with the density of civilizations now produced, and the gameplay around that kind of qualitative density/detail which interests me so much. Hopefully I'll find a way to reuse the nice block graphics though! This removal isn't certain, but is highly likely.

Ooh, that sounds very interesting, I've actually never seen a talk on that in all the games conferences I've attended. The IRDC might be something more like the middle weekend in July rather than the last in June; dates are still in flux, and I'm in discussions with both the University of Lincoln and the National Videogame Arcade. I shall keep you/this thread/the internet updated!

Looks great. Will definitely look at it when it's released.

Thanks!
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Retropunch

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.6 released!
« Reply #2407 on: February 25, 2015, 03:31:50 pm »

Zigs... are probably gone for good. I just can't see a way to integrate them with the density of civilizations now produced, and the gameplay around that kind of qualitative density/detail which interests me so much. Hopefully I'll find a way to reuse the nice block graphics though! This removal isn't certain, but is highly likely.


Noooooo!! I think they're a great and very interesting feature. Whilst I know the civilization gameplay is a big part of it, there's something very special about wandering around the wilderness and coming upon a ziggurat. They're also a great mechanism for giving the player history/quests, as well as a sort of 'one off challenge'.

Having some ancient civilizations (perhaps ziggurats could have ruins around them?) would allow more history exploration, and give the player something to search round when they tire of the hustle and bustle of the civilized world. This is one of the things I love about the elder scroll games - the dense cities are contrasted by quiet ruins, which allows the player to pick what they feel like getting immersed in at that particular time.

Perhaps they could be very, very rare - maybe one or two every world gen, or maybe none at all. You could also possibly repurpose them as a type of crypt if you felt that you just couldn't work them in otherwise.
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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.6 released!
« Reply #2408 on: February 25, 2015, 05:46:38 pm »

now that you mention crypts and that stuff, will heretics and cults get interactions with them?...
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.6 released!
« Reply #2409 on: February 26, 2015, 07:47:14 am »

Noooooo!!

These options are all very possible! Extremely rare, add more to them, or possibly integrate them into other areas (as you say, crypts might be a logical place). If they're just a tangent I'm disinclined, but if I can find some way to integrate them well, I will think about it. One major problem, for me, is that "solving the puzzle" is not the same as "inputting the solution" - you have to blather around actually moving the solution into place once you've figured it out, and that's not particularly intriguing. I've come up with a few ideas for solving this, but it's still low-down the priority list atm (i.e. next year onwards, after this year's interiors/NPCs/travel/combat etc).

now that you mention crypts and that stuff, will heretics and cults get interactions with them?...

Yes!
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.6 released!
« Reply #2410 on: March 01, 2015, 06:34:37 am »

No URRpdate this week, but I did upload a video (and detailed) analysis of my first danmaku world record as this week's blog post instead. Since it's not URR-focused, I won't cross-post it here, but check out http://www.ultimaratioregum.co.uk/game/2015/03/01/score-rush-world-record/ if you're interested.

In URR, meanwhile, I haven't had much time to work on it this week, being out the house for three days and having a bunch of academic job applications to send off; nevertheless, I'm currently pushing ahead with generating building interiors for hunter-gatherer and nomadic civilizations, and I'm hoping to have the latter finished by the end of tonight!
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.6 released!
« Reply #2411 on: March 07, 2015, 09:11:16 am »

The IRDC Europe venue is set! It's unusual, and exciting, and a bit of a change from previous years. Information coming tomorrow, and I invite everyone along!
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.6 released!
« Reply #2412 on: March 08, 2015, 06:50:46 am »

International Roguelike Development Conference (Europe)

I’ve set up the venue, the time, the dates, and the format, of this year’s IRDC! I’m trying something a little different this year and I invite everyone to come along. You can read about it here on my website (http://www.ultimaratioregum.co.uk/game/irdc-2015/), on Reddit (http://www.reddit.com/r/roguelikes/comments/2ybus8/european_irdc_at_the_uk_national_videogame_arcade/), or on Roguetemple (http://forums.roguetemple.com/index.php?topic=4467.0), and please get in touch if you’re planning on coming along! The more the merrier, and this year’s will be something really different and, hopefully, something really awesome.

URR Development

The past two weeks I haven’t been able to get as much coding done as anticipated  – partly from spending a lot of time travelling, partly from some truly baffling real-life events, and partly from other commitments – but I’ve been turning my attention to the other civilizations in the world of URR (primarily the nomads, but I’ve also put together some early work on hunter-gatherer building interiors) and also the generation for some of the other buildings in cities, like mansions and jails. So, here we go:

Mansions

Manors come in four sizes – small, medium, large, and “massive” (one of which the player will begin in, as a lesser noble). The images below show one medium and three large (the massive are not yet finished). The smallest manors can be found in upper class districts, potentially sometimes in middle-class districts once I rewrite middle-class district generation (but there would only be one in the district), and in the future will also be found in towns if the civilization has the Vassalage policy (I’m continuing to work on making the variation from policy choices more and more explicit). The medium size, then, can only be found around the edges in upper-class districts, where the “second tier” of families live (I might call these “lesser houses”?); the next size up can be found in upper-class districts only, where they are also for lesser houses, but those with real aspirations to becoming a major family in that nation; and the largest can only be found in upper-class districts; each district contains three, which house the most important families in that nation, one of which will be the ruling family. Manors contain living and dining rooms, at least one “special” thing – which might be a portrait, an ancient book, a valuable piece of armour, and the like, and which will likely be mentioned in books and other NPCs as a valuable family heirloom – and also store rooms, and quarters for servants (or, if the nation is a slaving nation, that room will be less pleasant and for slaves). The storage room is the only current “empty” room on the  pictures below, simply because I haven’t yet implemented the various item types that will soon spawn there.

You’ll also notice a little visual difference in the floor – since all of these buildings have the “ornate flooring” terrain type as their default, I decided I wanted this to be very visually clear and explicit, and I really like how this looks. Cathedrals also had the same floor type, but I found they would be slightly too visually busy if they were displayed in the same way since cathedrals generally have more stuff, so I decided to only make this change here. Personally, I think they look bloody gorgeous. Be sure to click on them to really appreciate the colouring used in these! In the first picture, the floors are the upper floor, the ground floor, and the cellar, in that order from left -> right.









Citadels

In the centre of every nomadic fortress is a “citadel”, a last retreat for that nomadic people in case of disaster, war, and so forth (within which the nomadic rulers will dwell, along with various other unusual and rare rooms). I wanted to model these on a lot of palaces from northern Africa and southern Spain, so they have a certain “oasis” feel to them as well as being places of fortification; one will often find extensive gardens within the walls of the fortress, and within these gardens you’ll find things which spawn nowhere else on the map – intriguing stone stele, nomadic graveyards (a rare thing indeed), and if in the “capital” fortress of the nomadic nation, you’ll find some other intriguing stuff on the upper floor, according to the policies the “government” of that particular nomadic people pursue. I tried to make these citadels quite “oasis-like” – they have open areas, trees, and fountains and water, and with some interior/exterior areas, and with appropriate areas that the game can use to place slaves, servants, weapons, guards, etc, in future releases. There are two different floor types here – both are “ornate” floors, but they are displayed differently; which do people prefer for citadels? I’m definitely going to keep the “minimalist” ornate flooring for cathedrals, though.





I’ve also put in the code for the game to create gates inside the fortress, which will then form balconies you can walk over on the higher floors, although I haven’t yet got around to generating the upper floors:



Jails

The first picture is from one jail “shape” showing how the stairs link, and then the other two show the player actually wandering around two variations of the “sideways pyramid” jail archetype, and in the latter case, I didn’t explore many of the cells (which, after this release, will of course be locked and require the jailer’s key) but just opened up a couple. As you can see, each floor is always similar, but with a slightly different layout of pillars, corridors, etc, and the empty room on the ground floor will be the jailer’s office:







Barrels, Candles, Miscellany

Also just threw together some of the new lookup graphics required for this release. Have a procedurally-generated ale barrel, and candle stands:





What’s Next?

Well, next week we’ll probably have a very in-depth and detailed entry about altar generation, the one I mentioned a little while ago. As for this release, I’ve definitely crossed the 50% point in these past two fortnights. By the update in a fortnight’s time, I’ll also have the massive mansions done, and most of the remainder of this release (I hope). I’m still aiming to release 0.7 in March. It’s… a stretch, as I have two academic papers I need to finish and submit this month, as well as beginning the preparation for my thesis defense, but it’s the target. Meanwhile, go and sign up to this year’s European IRDC and help us bring roguelikes to a wider audience than ever before!
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.6 released!
« Reply #2413 on: March 14, 2015, 07:30:45 am »

In keeping with my mission to push procedural generation away from the “classics” – monsters, dungeons, levels – and towards more “qualitative” concepts that have never been generated before in games (nations, cultures, societies…), URR (as regular readers know) contains a range of procedurally generated religions. These are not just a name and a belief, but are designed to be complex, interwoven and often competing systems that procedurally generate a deity or pantheon of deities; their beliefs and forms of worship; what, if anything, is banned in their religion; what festivals (if any) they perform; what agendas the clergy of this religion have; what other religions they might consider to be infidels; where in the world the religion is found; the religious symbol; their cosmogenic and eschatological beliefs; what heretical sects within that religion exist; and – the focus of this blog entry – their altars.

This blog entry is a detailed post about generating the ANSI (ish) graphics for the altars (or “shrines” in some cases) for all religions.

There are three “classes” of religion – monotheistic, polytheistic, and what I’ve termed in the game’s code as “spirits”. Feudal civilizations can have either monotheistic or polytheistic religions (but are slightly statistically biased towards monotheistic, because there is more procedural variation within that type) whilst “spirits” religions are used for hunter-gatherer civilizations, who have a range of animistic of shamanistic beliefs, totemism, ancestor worship, etc. Nomadic civilizations, reflecting their role as melting pots of varied cultures and beliefs from across the globe, never have an official state religion (inasmuch as there is even a clear concept of “the state” in these civilizations). Each of these three kinds of religion has a wide set of different possible altars or shrines, based upon a significant number of archetypes which each contain within them a massive amount of variation.

Monotheistic

Within monotheistic religions there are four possible archetypes for deities – to use the terms used in-game (though these are not seen by the player), religions can be “demonic”, “eldritch”, “egyptian”, or “general”. Each of these has its own algorithm for generating and selecting the depiction of the altars at which their devotees worship.

The first of these we’ll look at are what I’ve been calling the “egyptian” god type. These are gods that adhere to names of the sort “The ____-headed God” or “The ____-headed Deity”, and so forth. The heads of these deities, so to speak, are generated according to the climate within which that religion was first found. A religion founded in a cold, polar region might have a “bear-headed” god or a “wolf-headed” deity, whereas in the desert regions you may find those worshiping their “scorpion-headed” or “scarab-headed” equivalents. The altars, in turn, are generated with a central image, a colour, a selection of candles, and an altar shape. Here are two examples: on the left is the rather more ‘abstract’ symbol for a deer-headed god (with a particular randomly-chosen shape and colour), and on the right we have an altar for its bear-headed cousin. There’s over thirty different animals, a wide range of colours and shapes for the altars, and therefore a massive potential variation in the altars of the animal-headed gods.



The second are the “eldritch” gods. These are loosely based on Lovecraftian ideas, but also upon some of the more unusual gods in real-world pantheons (though generally ones no longer actively worshipped, or at least not by large numbers) which are not just “a person” of some description, and either have an unusual depiction, or are entirely animalistic. For instance, Chinnamasta is a Hindu goddess who holds her own severed head in her hands; the Rainbow Serpent in aboriginal myth (though these gods in URR are somewhat less benevolent); Lei Gong in Chinese myth; the Gnostic god Abraxas, and a few inspirations from voodoo, central American myth (primarily Aztec), and some of the truly bizarre demons from christian demonology (especially ones like Buer). This gives rise to gods like Uur Quog, the White Wolf of the Pit and Guardian of the Gate; or Fallin’thopar, the Transient Vulture of the Mountains and Taker of Souls. Those who like their Lovecraft can clearly see the procedural naming convention here, even if the descriptions and depictions of these deities draw from elsewhere as well. Their altars have a wide range of designs, “inscriptions”/patterns upon the altars, colours, bases, and patterns upon the basic, again yielding several thousand possibilities, of which two examples can be seen here:



The third are the “demonic” gods. These altars are the least procedurally-generated of the bunch, though still exhibit some variation in colour, and association with different forms of “demonic” gods. These are not gods which are worshipped secretly, or underground – these are clear, visible religions just like all the others in the game, but these deities are just not the most pleasant of sorts. In part my inspiration here was from the classic understanding one has of the “Old Testament” christian god – all fury, hatred, vengeance, wrath. I wanted to introduce some gods which were perhaps worshiped out of fear rather than out of the love and gentleness generally associated with the judeo-christian god in the present day, but at the same time deities who might have beliefs associated with them that state that although these deities are brutal and bloody, they are perhaps fair, or just, or expect a lot from their worshipers, or might give their worshipers great power in return for their loyalty:



The last class of monotheistic god is the “general” god, though that hides the significant level of variation within those gods, and their altars. In this case an altar for these other gods – such as the Cold King of the Moon, or the Lord of the Tall Grasses – consists of two components. The bottom half is a block of stone, wood or other material, over which is draped a cloth (all procedurally generated) which bears the symbol of that religion and some other general decorative patterns down the side. On top of that is placed one of roughly forty different items, ranging from candelabra to bowls, statues to bones, and plants to statues of various animals. Here are some examples of this last type, which generally makes up around 60-70% of monotheistic religions in a game world, whilst the rest are of the above “rarer” types.



Polytheistic

Polytheistic religions also use three different altar archetypes, which are selected at random for each polytheistic religion. Around 80% of the time they will use the “general” altars described and shown above – a block of stone or carved wood, with a banner, and with a symbol either appropriate to some aspect of the deities or chosen at random from a much larger set of “general” religious symbols – but the other half of the time they will use altars that fall into another category. These are for gods of a pantheon centred around ‘elemental’ concepts or other groups like metals or stones (such as the Deities of the Five-Fold Firmament, or the Divines of the Six Elements). All those names are, of course, also procedurally generated from large and varied libraries of names/words. We’ve seen the “general” altars, so let’s look at these elemental ones.

I’m academically quite interested in alchemy, pre-modern interpretations of “elements”, and the interactions between the two, and this archetype draws on alchemical concepts and also a few of my own which are related, but not quite drawn directly from real-world history. There are several different “sets” of “elements” that might be chosen for a religion of this sort – they might be the traditional fire/water/earth/air/etc, or slightly more unusual. In the picture below, these are for two different elemental pantheons. The altar on the right has been generated for a pantheon of five gods, in this case gods of the sun, the moon, the earth, comets, and stars; the right pantheon has seven gods, in this case gods of gold, silver, bronze, platinum, tin, copper, and iron. As above, these are rare “religion types” and will not crop up often, in keeping with good procedural generation where all possibilities are not equally weighted. As with all the other altars here, there will be clues towards these altars scattered around the world, and the nature of the altars will be referenced in a thousand different places and integrated into the world’s cultural fabric.



Gameplay

As with everything in the game, these are designed to be integrated into the clues and hints the player pick sup. Perhaps the player will be suggested that a priest who worships at the altar of the three candles is harbouring a secret, and only one altar has three candles at the top? Similarly, if you come across an unknown altar, the experienced player should be able to make a reasonable guess about what kind of deity it “belongs” to, and if they have uncovered a range of deities that are worshiped but haven’t encountered their altars, they should be able to piece together this kind of information. Equally, as with all the other graphics in the game, these graphics are designed not just to aid in the kind of discovery/exploration/information gameplay that really interests me, but also just to aid in constructing a densely detailed procedurally-generated world. Several people have said they think URR stands already as the most detailed proc-gen world ever crafted; although I appreciate the appreciation (as it were), I think that’s a little premature, but the details in the interior of buildings (such as altars) this release (March, hopefully) should certainly move URR much closer to meriting such praise.

In Conclusion

What I’ve shown here is only the slightest fraction of the religious altars that might be generated in a single game world of Ultima Ratio Regum. The majority are the “standard” archetype, which gives far more impact to the discovery of one of the more unusual ones. The five different altar types all draw on very different traditions, either aesthetically, thematically or both, and offer similarity within an archetype whilst still remaining highly distinct, and having enough noteworthy features to allow their descriptions or nature to be disseminated by information throughout the game world. Lastly, if you liked this entry, please share it on your social media outlet of choice! To conclude, here’s an in-game screenshot of the player exploring a (procedurally generated) church, and finding the altar, and giving it a look (this being one of the ones shown in the examples above, in this case for a demonic deity called the King of the Spire):



And, a Reminder:

International Roguelike Development Conference (Europe)

I’m hosting this year’s IRDC! I’m trying something a little different this year and I invite everyone to come along. You can read about it here (http://www.ultimaratioregum.co.uk/game/irdc-2015/), and please get in touch if you’re planning on coming along! The more the merrier, and this year’s will be something really different and, hopefully, something really awesome.
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xaritscin

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.6 released!
« Reply #2414 on: March 14, 2015, 12:24:23 pm »

those altars looks so good its a shame you cant summon stuff from them :P
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