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Author Topic: Dwarf Fortress meets The Outer Wilds? "Ultima Ratio Regum", v0.10.1 out Feb 2023  (Read 636211 times)

Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2655 on: August 31, 2015, 12:07:32 pm »

I do have what might be an excessively-obvious question:  Won't the player be able to figure out if a stationary NPC is crucial or not by carefully observing their movements and determining if they're being tracked in detail when offscreen?

Good question! Basically, they will be "sleepers" - so they will only act as special NPCs when it would be obvious they were special NPCs. By which I mean, a special prisoner will behave precisely as a normal prisoner, until they are "activated" by some event. So if they are never activated, they'll never do anything different. Equally, if a non-player event activates one, then they'll stop "pretending" to be a stationary NPC anyway, so you won't get situations of the sort you describe (a very prudent concern though!).

I'd be happy to wait several months more in order to have something to do with the NPCs. In shame like this, it's such an important feature after all.

Preference noted and added to the list :).

I'd really much rather have an earlier update without conversation. This is mainly from a perspective of wanting to help - I feel that the current stage would be significant enough for us to chew on for a while and report back any bugs/problems/thoughts. Whereas if you add in conversation that'll be a huge amount of new stuff to be faced with for us to sort through.

Whilst I would hate to sound to be doubting your majestic development skills, I do feel that as URR gets more advanced/indepth there's a lot more scope for overlooking of some issues, and I feel the only way to get around that is to let people dabble and report back.

EDIT: Also, please try to put the pictures in spoilers! It can make it difficult to follow the past thread of updates/discussion.

Earlier: got it (though from both votes, and my own preference, I continue to lean towards a larger release, but no decision has yet been made).

>Whilst I would hate to sound to be doubting your majestic development skills...



I don't disagree, and you're right, there definitely is - and in general that kind of regular feedback is exactly what I want - but I just fear that it would only feel like half a release... and since I am billing this as the "first gameplay release", there needs to be stuff to do, i.e. people to talk to! As I say: no decision made yet, but I am strongly leaning in that direction, even if it might make for a slightly slower bug-hunting process afterwards (though hopefully not).

Spoilers: sorry, forgot! I'm not used to doing that at all, so I will try to remember next week...
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2656 on: September 06, 2015, 11:42:49 am »

Short-Term Replacing

Now, some stationary NPCs require two special things: they might need to be replaced in the short term (so there will always be a guard in any guard location, but at certain points in the day a new guard should come along and relieve the other guard, who would presumably be getting tired), and they might need replacing in the long term (e.g. gladiators who have died by now, or sailors lost at sea, etc – the game needs to replenish its volume of some of these NPCs when some are killed or cease to be important). Long-term replacing is not yet required (since NPCs, and the player, cannot yet die), but for short-term replacing, there is now a system in place to perform this task. When a guard spawns, the game sets a length of their watch, and when this period is up, a new guard is spawned as close to the guard as possible without the player being able to see the new guard spawn. The new guard then travels to the location of the old guard, and once they are on adjacent tiles, they switch places, and the old guard then moves out of the district and despawns, whilst the new guard becomes effectively identical to the old guard. I’ve also set up a system where there is a set “pool” of guards for each place, so perhaps you’ll be able to persuade certain guards to let you in if you know when their shift is, and their willingness to be bribed/persuaded/threatened/etc? Here, therefore, we have both the guards on a mint changing over, after which a priestess and her escort ramble past:

Spoiler (click to show/hide)

And the equivalent in a bank: they would not ordinarily all change over in this short a space of time, but for the sake of testing, it looks pretty neat:

Spoiler (click to show/hide)

Travel and Abstract Scheduling

Once I’d implemented this guard system, I then realized the game needed to track this wherever in the world the player was (or, at least, when the player next sets foot on that tile, work out which of the two guards should be on their shift, and spawn them). This seemed trivial, but it quickly became clear I was going to have to do other things before this. If I want the game to see how long it has been since the player last set foot on a map grid, then I have to know precisely how many turns/how much time moving on the travel map takes – and that, in turn, means programming that fully (currently there is just a placeholder of 20 “ticks” of the clock for each grid moved) and also making sure it cannot be exploited, and that moving on the travel map is never more/less efficient in terms of time spent than moving on the local maps (so, for instance, if on the world map you move north, north-west, then west, it should only count you a few turns as you move through the “corner” of the NW tile, since you wouldn’t walk to the middle before turning… but this rapidly makes the calculations very complex, as the calculations have to look at your previous two turns to figure out what would have been the most optimal way to move from Tile 1 -> Tile 2 -> Tile 3 if you’d been doing it on the local map instead of fast travelling). As such, I spent two days this week developing a detailed calculating system for working out the most optimal path the player could have taken between what I call two tiles and their outcome – the outcome being either pressing Enter to explore that tile, or moving onto a third tile – and thereby ensuring that, for long distance, fast travel is always equal to the most optimal path the player could possibly take on foot, i.e. the player should not be encouraged to spend real-world minutes slogging around the world on the local map, as it will never be faster (it will either be equally fast, or slower). So, basically, the system now tracks your previous two moves, and all the possibilities of those moves, and then when your third decision causes these possibilities to “collapse” (forgive the quantum terminology) the game calculates how long the most optimal way of carrying out that movement would all have taken, before then letting the player do any more interacting. This might sound strange, and it took a solid two days to code, but now it works perfectly and can handle all scenarios of the player’s fast-travel movement, and is always efficient, and allowed me to finally return to guards and ensure that the game knew which guard should be on patrol duty. In 0.9 therefore this system will be expanded to actually take account of terrain: moving on roads will be very fast if you have a mount, moving on desert will be extremely slow if you aren’t in a caravan, moving on mountains will be even slower unless one takes a mountain pass, and moving on ocean will, of course, be impossible unless one charters a ship.

Exploration

As part of the above, I decided to do a little bit of work on how the world map is going to look to explore -this is still not going to be the first release where the map starts mostly shrouded (though it seems very clear that that will be 0.9 early next year), but I wanted to implement it at the same time anyway. When you move you now uncover all the tiles in a circle around you (effectively a 5×5 grid centered on the player with the corners removed) but you can also see all mountains in a far larger area, to simulate the ability to, naturally, see things which are higher up than other things (profound, I know). In the future I’ll probably let you see a decent distance across the ocean, too, but I haven’t added that yet. Here are gif and image examples of how this looks, which I’m very happy with at the moment:

Spoiler (click to show/hide)

Finally…

Last but not least, many thanks to the extremely generous donations of the last couple of weeks; I really appreciate them! Over the coming week I’ll be working on completing the scheduling system for NPCs – day night cycles, going “home”, that kind of thing – and doing a lot of remaining edge cases and things like that, so once that’s all done, I might get working on one of the other clothing generators for this release, or keeping track of the “crucial” NPCs. We’ll see. See you then!
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Aquillion

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2657 on: September 06, 2015, 08:13:16 pm »

When a guard spawns, the game sets a length of their watch, and when this period is up, a new guard is spawned as close to the guard as possible without the player being able to see the new guard spawn.
Is it possible for the new guard to spawn someplace silly, or somewhere where the player might notice a guard couldn't possibly come from (eg. a closet the player previously saw was empty, or a guard popping out of a 1x1 unseen space behind a pillar?)  Now I'm picturing some sort of mass changing of the guards where all the replacements pop out of the shadow of the same pillar like they're pouring out of a clown car.

Spawning a guard in the closest unseen location reminds me of this; just because the player can't actually see your spawning doesn't mean it's necessarily going to make sense!
« Last Edit: September 06, 2015, 08:23:35 pm by Aquillion »
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Retropunch

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2658 on: September 07, 2015, 05:39:37 am »

Fantastic work! I love that you've got replacing in - I had wondered how/if you were going to tackle it or if we were just going to get immortal and unmoving guards/npcs. The abstracting of travel is also impressive. Depending on how tight the clock is (and I'm hoping it's not too tight!) then it might force players to use the overmap more as it's always going to be the quickest, but that's probably not a bad thing.


Spawning a guard in the closest unseen location reminds me of this; just because the player can't actually see your spawning doesn't mean it's necessarily going to make sense!

Good point!! It would probably be best if they spawned on a main road or an open area. It shouldn't be too noticeable as I doubt the change overs will be too regular, but it still could seem strange if you get one spawn from where there is just a brick wall.
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2659 on: September 07, 2015, 08:07:29 am »

Spawning a guard in the closest unseen location reminds me of this; just because the player can't actually see your spawning doesn't mean it's necessarily going to make sense!

Ah yes, not to worry - they are always spawned far enough from the player, and if the player is near the middle of a district, they spawn at a gate instead and make their way from there, so they'll never appear (or vanish) in weird dead-ends!


Fantastic work! I love that you've got replacing in - I had wondered how/if you were going to tackle it or if we were just going to get immortal and unmoving guards/npcs. The abstracting of travel is also impressive. Depending on how tight the clock is (and I'm hoping it's not too tight!) then it might force players to use the overmap more as it's always going to be the quickest, but that's probably not a bad thing.

Heh, only a few versions hence will we be able to answer that; but yeah, I think it's for the best if I maximize the use of the world map and only have you on the local map (even if that takes up most of the actual real-world gameplay time) for doing things which matter. Players will always seek out optimal decisions, even if those are dull/grindy, and I want to avoid those wherever possible.

Good point!! It would probably be best if they spawned on a main road or an open area. It shouldn't be too noticeable as I doubt the change overs will be too regular, but it still could seem strange if you get one spawn from where there is just a brick wall.

^ as above - yep, but not to worry, nobody emerges from brick walls!
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2660 on: September 12, 2015, 06:28:12 am »

A rather short and snappy URRpdate this week, with hopefully something rather more substantial in a week's time:

http://www.ultimaratioregum.co.uk/game/2015/09/12/not-quite-the-shortest-update-ever-but-not-far-off/
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Retropunch

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2661 on: September 12, 2015, 11:02:55 am »

Interesting post, and congrats on the new position!!!
I did wonder about npcs and housing - will all static npc's have houses assigned to them? It might be a bit difficult to do ALL npc's (and many may potentially be travelling/not from the area), but static ones would presumably live in the area and should probably have housing assigned to them. That could lead to interesting mechanics, such as killing/ordering the killing of a static NPC at their home so that their post is then free at their allotted time.
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2662 on: September 13, 2015, 08:43:44 am »

Interesting post, and congrats on the new position!!!
I did wonder about npcs and housing - will all static npc's have houses assigned to them? It might be a bit difficult to do ALL npc's (and many may potentially be travelling/not from the area), but static ones would presumably live in the area and should probably have housing assigned to them. That could lead to interesting mechanics, such as killing/ordering the killing of a static NPC at their home so that their post is then free at their allotted time.

Thanks! Most excited about it. NPCs who matter will, so I'll be including guards in that. But as you say, I think it would be really cool if we could develop a system for distracting guards, getting them away from their posts, etc...
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Man of Paper

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2663 on: September 16, 2015, 07:39:17 pm »

Suggestion on fast travel I found to be interesting in my own ponderings, not sure if it's implemented or if it'd work for you but:

Let's say you want to go from Stabland to Generic Castle Fortress and it'd take about 5 hours to get there on foot. That is, without fast travel. If you decide to fast travel it'll take x% longer to reach. It'd give players a reason to stick to slow travel (other than missing the small, but not unimportant, things). I did think of the argument that it may be too "gamey" but it could be explained away by the player taking the most direct route as opposed to the fastest, which anyone who's used google maps will know can have a huge difference in travel time.

Perhaps being on horse/cart/flock of seagulls could change the modifier for fast travel time as well?
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Retropunch

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2664 on: September 17, 2015, 05:21:13 am »

Suggestion on fast travel I found to be interesting in my own ponderings, not sure if it's implemented or if it'd work for you but:

Let's say you want to go from Stabland to Generic Castle Fortress and it'd take about 5 hours to get there on foot. That is, without fast travel. If you decide to fast travel it'll take x% longer to reach. It'd give players a reason to stick to slow travel (other than missing the small, but not unimportant, things). I did think of the argument that it may be too "gamey" but it could be explained away by the player taking the most direct route as opposed to the fastest, which anyone who's used google maps will know can have a huge difference in travel time.

Perhaps being on horse/cart/flock of seagulls could change the modifier for fast travel time as well?

I personally disagree - I'd hate to feel punished for taking the most convenient option especially when (with no disrespect meant to the gorgeous wilderness) its not very fun to endlessly wander around the wilderness (/get lost). I do feel there should be an overall cost (food/rations) on travelling, but that it should work out as roughly similar if you walk it or fast travel. Admittedly, taking carts/caravans should cost in actual money as well, but they should be moderately faster/safer to account for this.

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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2665 on: September 18, 2015, 04:40:19 am »

Suggestion on fast travel I found to be interesting in my own ponderings, not sure if it's implemented or if it'd work for you but:

Let's say you want to go from Stabland to Generic Castle Fortress and it'd take about 5 hours to get there on foot. That is, without fast travel. If you decide to fast travel it'll take x% longer to reach. It'd give players a reason to stick to slow travel (other than missing the small, but not unimportant, things). I did think of the argument that it may be too "gamey" but it could be explained away by the player taking the most direct route as opposed to the fastest, which anyone who's used google maps will know can have a huge difference in travel time.

Perhaps being on horse/cart/flock of seagulls could change the modifier for fast travel time as well?

I personally disagree - I'd hate to feel punished for taking the most convenient option especially when (with no disrespect meant to the gorgeous wilderness) its not very fun to endlessly wander around the wilderness (/get lost). I do feel there should be an overall cost (food/rations) on travelling, but that it should work out as roughly similar if you walk it or fast travel. Admittedly, taking carts/caravans should cost in actual money as well, but they should be moderately faster/safer to account for this.

I agree with Retropunch - do we want to ENCOURAGE people into the less interesting and slower route?! That surely seems like madness! The terrain may be lovely, but it's the points of interest you're going to/from. People are always going to want to do the most optimal path, and why would I want to make that path slower for the player and less interesting for the player? I agree that "It'd give players a reason to stick to slow travel", but surely we don't want that - at least over significant distances, between areas separated by map tiles, etc.

HOWEVER (and I love the possibility of seagull travel) - there are going to be several modifiers in 0.9 (0.8 is going to be a huge release, assuming I do NPCs and conversations, so 0.9 will be quick and small). Having a mount will speed you up significantly, but only if you travel on roads. Crossing desert will be slow (5x?) unless you're in a caravan, in which case it is only a little slower than normal terrain (2x?). Crossing mountains will be immensely slow (10x?) unless you are going across a mountain pass, in which case again, only a little slower than normal terrain (3x?). Water will be uncrossable except by ship, which will probably take something like 2x standard movement time (or maybe just 1x? We'll see). I think the main travel cost will be time, and obviously money if you do buy a place in a caravan, hire a guide across the mountains, buy a place in a ship, buy a horse, etc!
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Retropunch

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2666 on: September 18, 2015, 06:56:12 am »

HOWEVER (and I love the possibility of seagull travel) - there are going to be several modifiers in 0.9 (0.8 is going to be a huge release, assuming I do NPCs and conversations, so 0.9 will be quick and small). Having a mount will speed you up significantly, but only if you travel on roads. Crossing desert will be slow (5x?) unless you're in a caravan, in which case it is only a little slower than normal terrain (2x?). Crossing mountains will be immensely slow (10x?) unless you are going across a mountain pass, in which case again, only a little slower than normal terrain (3x?). Water will be uncrossable except by ship, which will probably take something like 2x standard movement time (or maybe just 1x? We'll see). I think the main travel cost will be time, and obviously money if you do buy a place in a caravan, hire a guide across the mountains, buy a place in a ship, buy a horse, etc!

I'd love there to be different methods of travelling if you can spend it - like having some of the desert people taking you across on a fast caravan would only be 1.5x slower or something, compared to just a normal caravan at 2x. Similarly, an average ship might be 1.5x across the sea, but a dedicated fast frigate might be 1x. Obviously you could account for the speed increase due to normal caravans/boats/whatever would have stops or might not know the most efficient route. You could then have ones that might be slower but better protected, and other variations.

As travel is so important, I'd see the variations as a really good way to encourage more strategy from players - do I pay more to get there quicker? Am I more worried about speed or protection? would it be better to do this journey slower, hope I can make more money at the next port, and then pay more for the other legs of the journey?

The only problem however is the game clock. As I've always said, I feel that rushing the player would sacrifice all the hard work you've put into world building (and annoy the player a lot, as they want to explore and take in the world), but if there is no rush to do anything, you're always going to take the slowest and safest route. I'd really suggest that you have a sort of 'not on the clock unless pursuing a quest' style. So if someone asks you to do something, there will always be a time-limit  (deliver this to xyz within 4 days) but otherwise time isn't so important (although money is, so you'd need to keep doing quests - which are on a time limit to gather the funds to travel). I know you have an overarching timelimit you want to impose, but I'd suggest this be very flexible and also quite relaxed.
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Aseaheru

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2667 on: September 18, 2015, 07:41:56 am »

 Posting to watch this already awesome thing.
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2668 on: September 19, 2015, 06:18:43 am »

I'd love there to be different methods of travelling if you can spend it - like having some of the desert people taking you across on a fast caravan would only be 1.5x slower or something, compared to just a normal caravan at 2x. Similarly, an average ship might be 1.5x across the sea, but a dedicated fast frigate might be 1x. Obviously you could account for the speed increase due to normal caravans/boats/whatever would have stops or might not know the most efficient route. You could then have ones that might be slower but better protected, and other variations.

As travel is so important, I'd see the variations as a really good way to encourage more strategy from players - do I pay more to get there quicker? Am I more worried about speed or protection? would it be better to do this journey slower, hope I can make more money at the next port, and then pay more for the other legs of the journey?

The only problem however is the game clock. As I've always said, I feel that rushing the player would sacrifice all the hard work you've put into world building (and annoy the player a lot, as they want to explore and take in the world), but if there is no rush to do anything, you're always going to take the slowest and safest route. I'd really suggest that you have a sort of 'not on the clock unless pursuing a quest' style. So if someone asks you to do something, there will always be a time-limit  (deliver this to xyz within 4 days) but otherwise time isn't so important (although money is, so you'd need to keep doing quests - which are on a time limit to gather the funds to travel). I know you have an overarching timelimit you want to impose, but I'd suggest this be very flexible and also quite relaxed.

Agreed - I continue to lean towards TIME and MONEY being, basically, the two major currencies of the game (and I'm still probably not going to have any kind of food/ration system or anything of that sort, as that just feels like it would be an irrelevant distraction). Definitely pay more for faster travel. Speed: there is a line between rushing the player and an appropriate clock which prevents the player seeing everything. I know my reply is still "I'll just to have to playtest it!" and I know I keep saying this, but it remains the truth. One possibility is that for each of the nine items the player is trying to acquire (with 3/9 required to "win" and further collection being like the optional runes in DCSS) the clock is pushed back. So maybe the clock starts with 2x "times", where 1 "time" is the amount of time I think the player would need for one item, then it is pushed back by 1 "time" whenever an objective is completed. Or something like that. Right now handling important NPCs moving around the map irrespective of the player's location is causing me a large enough headache that I can't deal with anything to do with time for now! Once we have NPCs in, and conversations, and trade/travel (all of which will take us to early 2016), then I'll come back to this!

Posting to watch this already awesome thing.

Thanks! :)

Now, for this week's update:

--------------

I’ve just finished reading Q, a novel by the Italian literary collective Luther Blissett (that actually being the name of a footballer, a name they deemed to be inherently comic), which I absolutely loved. I recommend that everyone interested in URR give it a look since it looks at a lot of themes similar to those I’m trying to convey in the game, and so I will avoid spoilers, but there is one crucial point here (and that is mentioned in the book’s blurb, so it’s not a spoiler) – the narrator adopts a wide range of names and identities throughout the book. The book – set during the Reformation – emphasizes, albeit implicitly, the impossibility of ever being truly secure in knowledge of someone’s identity in an era where transport is limited, countries appear “massive” without aircraft and trains and cars to traverse them, and for all except the highest-ranking members of society there are no clear records kept on who is who, who lives where, and who is from where. Reading the book managed to segue quite nicely into some thinking I’ve been doing myself recently, but the book made this all the more certain in my head: URR has got to have a disguise mechanic.



Of course, we can still have a layer where the player can “earn” permissions to certain areas via transparent means. By which I mean – bribe someone to give you documentation to access Place X, or earn the loyalty of a religion so they’ll let you into Place Y, and so on – but surely we could take full advantage of the detail of the world’s faces/clothes/cultures/social norms/etc by implementing a disguise mechanic. I think this would have several components:

Appearance: add items for the temporary dyeing of hair and lightening/darkening of skin tone and temporary facial tattoos, and allow for adjusting hairstyle. Other NPCs will, in part, judge whether you are part of their nation based on how your face/hair look.

Clothing: the player adopting certain items of clothing lends other NPCs to assuming the player belongs to certain categories. This would be both clothing, but also things like rings, necklaces, types of armour worn, weapons sheathed, etc.

Speech: this is a really interesting one, and I suppose ties back into the ongoing question of “how is the conversation system going to work?”. It would be amazing if there could be some kind of system where the player can try to “fake” the forms of speech expected in that nation/culture/religion, and the better they can do this, the less suspicion they fall under. Perhaps the player can offer special greetings once the player has heard them once (“Greetings of the Divine King of the Snow!”) or generic greetings if not (“Greetings”), and the more “generic” comments the player makes, the more suspicious NPCs become, but the more the player knows what needs saying, the more they’ll fit in. Equally, once one becomes used to how people of a certain nation speak, perhaps one can select what “style” of speech to speak in a given conversation? That could be so interesting (in my current ongoing drafting of how conversations are going to work, I’m working on trying to define methods for generating different styles of speech).

So once you adopt the first two – dye your skin, and find the right clothes – you’ll be able to walk around in most nations undetected. But if you want to talk to anyone there, you’ll need to mirror their patterns of speech – and, equally, perhaps a particularly isolationist nation has a lot of guards on every major trade route, and you’ll be challenged by them even if you look like you belong to that nation? I think there are so many interesting potential gameplay experiences here: to some cultures your character presents themselves as they “truly” are, in other nations you entirely try to fake it, and maybe in other nations you play it by ear? This seems like another mechanic which would really take advantage of the detail in the world if we can make NPCs very observant about when something seems to be “off” when looking at/talking to the player.

Whether this will be 0.8 or 0.9 remains contingent on precisely how large 0.8 ends up being – is it just NPCs, or is it conversation as well? – but this is definitely going to turn up very soon, though it might be in a different release to conversation per se. If anyone has any other ideas for some more details on this mechanic, or perhaps how it could work in other contexts, or other parameters we could civilizations vary by: let me know!
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Aquillion

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #2669 on: September 21, 2015, 12:35:07 am »

Hmm...  I can see the advantages of using time as a hard limit, but personally I prefer games without hard time limits, since sometimes it can be fun to just enjoy yourself and explore, which is hard to really get into when you know the game will end if you spend too long mucking around.  It encourages the player to try and optimize absolutely everything, which can be good for balance and can make for easier game-design, but which I don't think is actually very fun.  I would suggest a softer limit where wasting time makes the game more difficult in some way (causing you to lose the trail or something in some abstract way), up to a certain maximum where you're totally off-task and will have to work hard to get back on-task but aren't penalized for just spending forever exploring some random ruin if that's what floats your boat.

That way, there would be time pressure when the player is actively pursuing their main goal, but they'd also be free to approach the game in other ways if they want.
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