Jon Irenicus
16-02-2014, 15:31
http://www.ultimaratioregum.co.uk/game/files/2012/12/Banner3.png (http://www.ultimaratioregum.co.uk/)
A semi-roguelike game inspired by Jorge Borges, Umberto Eco, Neal Stephenson, Shadow of the Colossus, Europa Universalis and Civilization.
In realtà lo apro per decidermi di seguirlo visto che ci sono update settimanali...
Cos'è? Sostanzialmente un 4X roguelike. Ma la parola roguelike non è certo usata a sproposito come a volte accade. Potrei dire che semplicemente è forse il roguelike like più ambizioso che si stia vedendo.
Parola di RPS (http://www.rockpapershotgun.com/2013/10/18/interview-ultima-ratio-regum-a-generated-4x-roguelike/):
“Ultima Ratio Regum is one of a few ambitious, long-term projects which I think represent the most exciting things about indie game development, about PC games, and about what technology can do for the games of tomorrow.”
Perchè? Perchè è veramente massiccio come idee, il dev coi suoi updata settimanali analizza vari aspetti del gameplay considerando anche alternative. Ed ha l'ascii art migliore di sempre. Seriamente, se odiate l'ascii non solo per questo si potrebbe fare un'eccezione, ma veramente è gradevole da vedere!
Un po' di copia incolla con immagini che male non fa:
Ultima Ratio Regum is a middle-ground between roguelikes, RPGs and strategy games. It has no fantasy elements and seeks instead to be closer to a realistic history simulator, and a strategy/4x game which just happens to be in ASCII. Combat is rare and deadly - whilst these mechanics are modeled in detail, exploration, trade and diplomacy factors will have just as much effort put into them. URR aims to eventually be a fusion of roguelike and strategy two genres - rather than a strategy game where you command with omniscience (even in ancient eras), you instead command as an individual character also in the game. Orders must be issued in person; you can lose contact with distant armies; but the same mechanics affect the AI players who also lack omniscience and depend upon the knowledge of situations they themselves can garner. Worlds can be generated over a vast array of sizes, climates and types, but all ultimately with no fixed objective but a world full of civilizations and factions to be allied with or battled against. It aims for depth in character development and world events, but with much in the 'middle' - constructing buildings, city growth, resource management - abstracted out (as other games exist which handle those well). Political and social dynamics will be modeled via a complex system that aims to generate both a history for the world, and the current state of political affairs when your game begins.
Although currently in its early stages, URR aims to explore several philosophical and sociological issues that both arose during the sixteenth and seventeenth century (when the game is approximately set), and in the present day, whilst almost being a deep, complex and highly challenging roguelike. To do this the game seeks to generate realistic world histories, though ones containing a few unusual happenings and anomalous experiences. The traditional roguelike staple of combat will be rare and deadly – whilst these mechanics will be modeled in detail, exploration, trade and diplomacy factors will have just as much effort put into them.
A generated world – coastline, ocean, volcanoes, mountains, hills, biomes, rivers… (http://www.ultimaratioregum.co.uk/game/files/2011/08/New-World-1024x1024.png)
Worlds can be generated over a vast array of sizes, climates and types, but all ultimately with no fixed objective but a world full of civilizations and factions to be allied with or battled against. It aims for depth in character development and world events, but with stuff in the ‘middle’ – constructing buildings, city growth, resource management – abstracted out (as many other games exist which cover those). Political and social dynamics will be modeled via a complex system that aims to generate both a history for the world, and the current state of political affairs when your game begins.
http://www.ultimaratioregum.co.uk/game/files/2013/10/Ziggurat2.png
-Exploring a ziggurat; all outdoor areas change colour and shading according to season and time of day.
Art Generation: Ultima Ratio Regum will feature significant amounts of complex generative graphics, ranging from planetary atmospheres to ancient temple murals, landscapes to military rankings, and from sword designs to family coats of arms. The game explores what can be done with ASCII graphics to detail and explore a deep generated world. These graphics are not merely side-dressing – many of them are essential to gathering clues and information to aid you through the world.
http://www.ultimaratioregum.co.uk/game/files/2013/10/Blocks.png
Some patterned stone remnants of earlier civilizations…
Ancient Exploration: Set in the 16th/17th century, the game contains a number of relics of earlier civilizations, which can be explored. These temples and tombs will be full of murals generated according to ancient myths (see the art generation objective), but these murals serve not just an aesthetic purpose – they will give clues to the locations of artefacts, or catacombs containing great wealth. They will also contain procedurally-generated puzzles, mazes, and other challenges, whilst also shedding light on some aspects of the great political changes going on in the world the game is set in. Recent releases have focused on this aspect of the game.
http://www.ultimaratioregum.co.uk/game/files/2013/10/Menu.png
All graphics – like this main menu landscape – are procedurally generated, and unique.
Linguistics: Different civilizations – ancient and contemporary – will have different languages you may not necessarily be able to speak at the start of the game. Ancient languages can be learnt to give greater insight into murals or ancient texts, whilst contemporary languages enable you to communicate beyond your empire’s boundaries, trade with others, and handle yourself in other empires.
http://www.ultimaratioregum.co.uk/game/files/2013/07/What-lurks.png
A procedurally generated door – runes, vines, bricks and everything else are unique to this particular entrance…
Multi-Square Units: Ultima Ratio Regum will include a large number of units that span many squares, a significant break from the roguelike norm of one-square-per-unit. Catapults, ballistas and other siege weapons take up around 5×5 squares and behave accordingly, whilst other larger structures will also later make it into the game.
http://www.ultimaratioregum.co.uk/game/files/2011/08/Map.png
Checking out the world map; city, town and village generation are on their way in 0.5…
Insomma di roba ce n'è tanta, ma proprio tanta, c'è una creazione del mondo con società ecc (in un update dice che le casate hanno un po' la funzione che potrebbe avere la religione su altri rl) esplorazione di dungeon con puzzle tutto generato casualmente.
Vedere dettagli come danni localizzati e così via quando dovrebbero esserci anche scontri tra armate è spettacolare! Si comanda una persona in effetti, tutt'altro che onniscente, visto che si può perdere contatto con le armate e occorre dare ordini di persona.
Esplorazione di rovine antiche con sezioni dungeon crawl...
E poi c'è diplomazia, mercanteggio...
Sicuramente un mucchio di altra roba che m'è sfuggita perchè non l'ho seguito per un pezzo e il dev scrive tanto...
Al momento deve ancora definire varie cose tra cui anche una struttura definita del gioco, ma gli aggiornamenti costanti e l'approccio molto metodico del dev fanno sperare benissimo (oltretutto adesso sta terminando un dottorato ma sviluppa lo stesso...).
Infatti qui c'è l'attuale piano di sviluppo a breve medio termine:
http://www.ultimaratioregum.co.uk/game/development-plan-2/
Per chi vuole ci sono build aggiornate sul sito da provare.
Il gioco è free, ma il dev accetta donazioni.
Riguardo tempi di sviluppo:
I have been developing it for over two years, and anticipate that at least a good decade remains until I’m happy with it.
Altri shot random dal blog:
http://www.ultimaratioregum.co.uk/game/files/2014/02/Two-Corners.png
http://www.ultimaratioregum.co.uk/game/files/2013/12/Ointment.png
http://www.ultimaratioregum.co.uk/game/files/2013/12/Suture.png
http://www.ultimaratioregum.co.uk/game/files/2013/12/Moss.png
http://www.ultimaratioregum.co.uk/game/files/2013/12/Bandage1.png
http://www.ultimaratioregum.co.uk/game/files/2013/10/Ziggif.gif
http://www.ultimaratioregum.co.uk/game/files/2013/09/Water3.png
A semi-roguelike game inspired by Jorge Borges, Umberto Eco, Neal Stephenson, Shadow of the Colossus, Europa Universalis and Civilization.
In realtà lo apro per decidermi di seguirlo visto che ci sono update settimanali...
Cos'è? Sostanzialmente un 4X roguelike. Ma la parola roguelike non è certo usata a sproposito come a volte accade. Potrei dire che semplicemente è forse il roguelike like più ambizioso che si stia vedendo.
Parola di RPS (http://www.rockpapershotgun.com/2013/10/18/interview-ultima-ratio-regum-a-generated-4x-roguelike/):
“Ultima Ratio Regum is one of a few ambitious, long-term projects which I think represent the most exciting things about indie game development, about PC games, and about what technology can do for the games of tomorrow.”
Perchè? Perchè è veramente massiccio come idee, il dev coi suoi updata settimanali analizza vari aspetti del gameplay considerando anche alternative. Ed ha l'ascii art migliore di sempre. Seriamente, se odiate l'ascii non solo per questo si potrebbe fare un'eccezione, ma veramente è gradevole da vedere!
Un po' di copia incolla con immagini che male non fa:
Ultima Ratio Regum is a middle-ground between roguelikes, RPGs and strategy games. It has no fantasy elements and seeks instead to be closer to a realistic history simulator, and a strategy/4x game which just happens to be in ASCII. Combat is rare and deadly - whilst these mechanics are modeled in detail, exploration, trade and diplomacy factors will have just as much effort put into them. URR aims to eventually be a fusion of roguelike and strategy two genres - rather than a strategy game where you command with omniscience (even in ancient eras), you instead command as an individual character also in the game. Orders must be issued in person; you can lose contact with distant armies; but the same mechanics affect the AI players who also lack omniscience and depend upon the knowledge of situations they themselves can garner. Worlds can be generated over a vast array of sizes, climates and types, but all ultimately with no fixed objective but a world full of civilizations and factions to be allied with or battled against. It aims for depth in character development and world events, but with much in the 'middle' - constructing buildings, city growth, resource management - abstracted out (as other games exist which handle those well). Political and social dynamics will be modeled via a complex system that aims to generate both a history for the world, and the current state of political affairs when your game begins.
Although currently in its early stages, URR aims to explore several philosophical and sociological issues that both arose during the sixteenth and seventeenth century (when the game is approximately set), and in the present day, whilst almost being a deep, complex and highly challenging roguelike. To do this the game seeks to generate realistic world histories, though ones containing a few unusual happenings and anomalous experiences. The traditional roguelike staple of combat will be rare and deadly – whilst these mechanics will be modeled in detail, exploration, trade and diplomacy factors will have just as much effort put into them.
A generated world – coastline, ocean, volcanoes, mountains, hills, biomes, rivers… (http://www.ultimaratioregum.co.uk/game/files/2011/08/New-World-1024x1024.png)
Worlds can be generated over a vast array of sizes, climates and types, but all ultimately with no fixed objective but a world full of civilizations and factions to be allied with or battled against. It aims for depth in character development and world events, but with stuff in the ‘middle’ – constructing buildings, city growth, resource management – abstracted out (as many other games exist which cover those). Political and social dynamics will be modeled via a complex system that aims to generate both a history for the world, and the current state of political affairs when your game begins.
http://www.ultimaratioregum.co.uk/game/files/2013/10/Ziggurat2.png
-Exploring a ziggurat; all outdoor areas change colour and shading according to season and time of day.
Art Generation: Ultima Ratio Regum will feature significant amounts of complex generative graphics, ranging from planetary atmospheres to ancient temple murals, landscapes to military rankings, and from sword designs to family coats of arms. The game explores what can be done with ASCII graphics to detail and explore a deep generated world. These graphics are not merely side-dressing – many of them are essential to gathering clues and information to aid you through the world.
http://www.ultimaratioregum.co.uk/game/files/2013/10/Blocks.png
Some patterned stone remnants of earlier civilizations…
Ancient Exploration: Set in the 16th/17th century, the game contains a number of relics of earlier civilizations, which can be explored. These temples and tombs will be full of murals generated according to ancient myths (see the art generation objective), but these murals serve not just an aesthetic purpose – they will give clues to the locations of artefacts, or catacombs containing great wealth. They will also contain procedurally-generated puzzles, mazes, and other challenges, whilst also shedding light on some aspects of the great political changes going on in the world the game is set in. Recent releases have focused on this aspect of the game.
http://www.ultimaratioregum.co.uk/game/files/2013/10/Menu.png
All graphics – like this main menu landscape – are procedurally generated, and unique.
Linguistics: Different civilizations – ancient and contemporary – will have different languages you may not necessarily be able to speak at the start of the game. Ancient languages can be learnt to give greater insight into murals or ancient texts, whilst contemporary languages enable you to communicate beyond your empire’s boundaries, trade with others, and handle yourself in other empires.
http://www.ultimaratioregum.co.uk/game/files/2013/07/What-lurks.png
A procedurally generated door – runes, vines, bricks and everything else are unique to this particular entrance…
Multi-Square Units: Ultima Ratio Regum will include a large number of units that span many squares, a significant break from the roguelike norm of one-square-per-unit. Catapults, ballistas and other siege weapons take up around 5×5 squares and behave accordingly, whilst other larger structures will also later make it into the game.
http://www.ultimaratioregum.co.uk/game/files/2011/08/Map.png
Checking out the world map; city, town and village generation are on their way in 0.5…
Insomma di roba ce n'è tanta, ma proprio tanta, c'è una creazione del mondo con società ecc (in un update dice che le casate hanno un po' la funzione che potrebbe avere la religione su altri rl) esplorazione di dungeon con puzzle tutto generato casualmente.
Vedere dettagli come danni localizzati e così via quando dovrebbero esserci anche scontri tra armate è spettacolare! Si comanda una persona in effetti, tutt'altro che onniscente, visto che si può perdere contatto con le armate e occorre dare ordini di persona.
Esplorazione di rovine antiche con sezioni dungeon crawl...
E poi c'è diplomazia, mercanteggio...
Sicuramente un mucchio di altra roba che m'è sfuggita perchè non l'ho seguito per un pezzo e il dev scrive tanto...
Al momento deve ancora definire varie cose tra cui anche una struttura definita del gioco, ma gli aggiornamenti costanti e l'approccio molto metodico del dev fanno sperare benissimo (oltretutto adesso sta terminando un dottorato ma sviluppa lo stesso...).
Infatti qui c'è l'attuale piano di sviluppo a breve medio termine:
http://www.ultimaratioregum.co.uk/game/development-plan-2/
Per chi vuole ci sono build aggiornate sul sito da provare.
Il gioco è free, ma il dev accetta donazioni.
Riguardo tempi di sviluppo:
I have been developing it for over two years, and anticipate that at least a good decade remains until I’m happy with it.
Altri shot random dal blog:
http://www.ultimaratioregum.co.uk/game/files/2014/02/Two-Corners.png
http://www.ultimaratioregum.co.uk/game/files/2013/12/Ointment.png
http://www.ultimaratioregum.co.uk/game/files/2013/12/Suture.png
http://www.ultimaratioregum.co.uk/game/files/2013/12/Moss.png
http://www.ultimaratioregum.co.uk/game/files/2013/12/Bandage1.png
http://www.ultimaratioregum.co.uk/game/files/2013/10/Ziggif.gif
http://www.ultimaratioregum.co.uk/game/files/2013/09/Water3.png