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Messages - Ultima Ratio Regum

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226
PTW, been lurking for a while. This is an amazing project, you're doing great work, keep it up. Probably, of the world generators I've seen, this aims for the most comprehensive and varied creation, which is highly commendable.

Well, thanks a lot! I'm definitely approaching world gen from a much more political/social/cultural angle, which I think gives it a very distinctive flavour and lots of interrelationships between parts (rather than just giving everything a word soup name). I really can't wait to get the next release out and see what everyone thinks of all the people.

227
Haha, I love it!

Yep, I'm going to be really grinding out the remainder of 0.8 now without any other things getting in the way. My goal, roughly, is to release in April; that'll be a year since 0.7, and that's when my partner returns from holiday so coding time will be reduced somewhat. It's... a tough goal, but I think it's do-able (just). I hope to get everything except conversations done by the end of January for starters, and having clothes finished today is a great start on that.

228
For the last fortnight I’ve been working extremely hard on AI pathfinding and scheduling. It has been massively challenging – after two days searching for the conclusion to a single bug, only to discover that it was a single word misspelled in the 5000+ lines of AI behaviour code, something broke within me, and I need to take a break from the damned thing! So, for the last couple of days I’ve gone back to clothes and churned out all the remaining clothing for 0.8, and I feel intellectually rested enough to return to facing AI in the coming week. But back to clothing: nomads now have generated clothing, and tribal nations do as well, and these therefore now accompany the feudal clothing and the religious clothing styles that we have seen before. This entry will therefore talk about the nomadic clothing generation, the tribal clothing generation, and also small additions to feudal clothing to handle both lower-class and rulership-class variations in those clothing styles. With this done, almost all the graphics required for 0.8 are done, and it’s still just the pathfinding/scheduling stuff for important NPCs that needs finishing (as I say, I’m working hard on this in all my spare time at the moment, but it’s a huge task and by far the most intellectually challenging thing I’ve ever coded, without doubt). Anyway:

Nomadic Clothing

For nomadic clothing I wanted something fairly practical and rough-and-ready, but still visually interesting and distinctive, and something “modular”. The feudal clothing is less modular, in many ways, as there are clear archetypes that clothing will appear as a subset of, whereas for nomadic clothing I wanted to design it from the get-go to have more combinations – which is viable (unlike feudal) because it is a little less ornate, more pragmatic, and because you’ll simply see less of it in the average game, so you don’t have to “force in” quite as much variation in a single world generation. Each clothing generation selects three colour schemes, consisting of a plain colour (generally white, grey, some kind of pale brown), a pair of rich colours based on the flag of that nation (e.g. pink and purple, red and orange, blue and cyan, etc) and then a lighter version of the combination of those two colours (so a violet and red flag might wind up with a pale magenta as the third colour). Nomadic clothing is similar to the “robe” archetypes for feudal clothing, i.e. it takes up both the upper- and lower-body clothing slots when worn (unlike tribal clothing, as below) and consists of five layers – clothing shape, pattern shape, pattern pattern (you’ll get what I mean when you look at them), strap locations, and strap pattern, all combined with the various colour sets as described above. Here are some examples with illustrative flags that might be associated with the same nations, so you can see the colour-scheme similarity:

Spoiler (click to show/hide)
I’m really happy with how these came out! As you can see there, rather than two ranks – “normal” and “ruler” – that we have in the tribal clothes you’ll see below, there are three ranks here, each rank gaining an extra stripe. I actually really like this system as another visual way to denote rank within a single civilization. So, for example, normal people in a nomadic civilization get one stripe, people like merchants or caravan leaders or the ruler’s family and the like get two, whilst the ruler will be the only person to get three stripes. You’ll also notice the background fabric of these is simpler than the tribal clothing below; as above, I felt nomads should be a little more utilitarian than tribal people, and I thought the large blocks of colour on some of the nomadic designs actually worked really well, so I decided that I didn’t need to add in any more detail in that regard. Also, nomadic boots  – quite a bit simpler than feudal ones, but distinctive and a little more colourful (as the clolthing styles of many real-world nomadic peoples often are), so I’m pleased with how these look (also, feudal ones tend to be more vertical whilst these flare out at the top more, which for some reason makes complete sense to me for nomadic footwear). The little buckle shape reflects the shape preference of the nomadic nation.

Spoiler (click to show/hide)
Tribal Clothing

Tribal clothing proved extremely challenging. From the get-go I’ve tried to emphasize relativism in URR, a lack of technological determinism, and so forth, but it is tricky to create “tribal” clothing styles that are intriguing and interesting, without them appearing “primitive”, but still acknowledging that a tiny (or at least, small) tribal nation will not have the technologies of their colossal feudal neighbour, for example. I also, of course, needed them to look very different from feudal and religious clothing, whilst still having enough variety that the clothing of one “tribe” will look nothing like another. After a lot of thought and several full days of trial and error, I’m very happy with the system I came up with. When I was doing the research for these styles I tried to find as many styles of dress used by ancient people that didn’t necessary look “primitive”, and that looked nice and varied. I looked for things like ancient Mesoamerican dress, ancient Egyptian clothing styles, and so forth, whilst accessories (necklaces, bracelets, etc) will appear in later releases. In the end I wound up with ten total possible “styles”, and three rankings of the technological sophistication of the tribal nation. For those with the greatest tailors you get something like the “high” one below – a thick background colour and lines running down it; for those with middling clothing technology (if there is such a thing) get a pale background with a coloured pattern and running lines, whilst “low” technology clothing has no lines and pale/dark pattern. You’ll also note the pattern becomes less dense each time – there are no tiles between the pattern in the left-most, a one-tile gap in the middle, and a two-til gap on the right. I also, of course, had to think about leadership signifiers. Just like religions use silver and gold thread to denote high rank (abbots, inquisitors, archivists, etc) and the highest possible rank (popes etc), and feudal nations will use gold thread for their rulers (see below), there are various signifiers of a leadership position in these clothes. They either have a number of patterned “discs” hanging on their front; a pattern down the middle of their clothing; or a bar that rests in the centre of their torso (the patterns on all of these also, of course, vary).

Spoiler (click to show/hide)
And here we have various lower-body permutations, which will be similar in colour and graphics to the above set (the colour is always dependent on the flag of the tribal nation in question, as with nomadic clothes). These were far, far trickier to create than the upper-body tribal garments (although that was also the case for feudal clothing) but I’m happy with what I’ve come up with, most of which are (broadly speaking) kinds of skirts/gowns. As above, the most technologically advanced tribal nations have their colours inverted for someone that looks much richer, whilst each rank creates background double-line patterns that get denser as you go up in technical ability. As with the upper body clothing, there are equivalent variations for lower-body, so when you view a Chieftain, for example, both their upper- and lower-body clothes will be very distinctive with the appropriate leadership signifier. Naturally in all of these pictures any shape could be of any technical level – to reiterate,the high/mid/low distinction only applies to the detail and complexity of the background pattern on the piece of clothing.

Spoiler (click to show/hide)
I also in the process of creating these figured out how I actually want tribal nations to function in the game, at long last! More on this much later when I get around to it, but suffice to say the existing tribal nations are very un-varied, and adhere to very comparable “technological levels”, and it would be far more interesting to create nations that might resemble the Mayans, or Babylonians, or Hittites, or Aztecs, or ancient Egyptians, and so forth. I’d like to expand “tribal” nations to mean more than just what we would now call tribal nations, but rather to encompass civilizations that are smaller and more self-contained and inward-looking, but vary vastly more than those currently spawning in the current version. Either way, this is a future project, but I’ve already had some very interesting ideas for how this could work. Oh, yes, and as for shoes, tribes either go barefoot or have some fairly simple sandal-type shoes, which I haven’t got around to making yet, but I’ll throw those together on a spare day sometime before release.

Class and Clothing

I’ve returned to the highest and lowest class statuses for standard feudal clothing. I didn’t want to create a special clothing set just for rulers because the player will so rarely ever encounter them (although rulers do get unique crowns and unique thrones!), but I wanted something to mark out “ruler clothing” from “upper class clothing”, so I’ve gone with a similar model to the “pope clothing” of adding a special colour of highlights to upper class clothes. Therefore, “ruler clothing” now looks like this, with some nice gold/orange/white trim which varies depending on the other colours of the clothing (however, if the ruler is of a theocracy and therefore also a pope/godking/archcleric/whatever, they default to the religious clothing). Examples:

Spoiler (click to show/hide)
Meanwhile, lower-class clothing wasn’t looking particularly impressive and needed a significant overhaul, since there is only so much brown one can look at. I tried to build up a decent library of “standard” colours that wouldn’t require any kind of serious wealth – whites, greys, browns, etc – and then I’ve tried to actually make them interesting (though I admit, this was tricky). Here are some instances of lower-class clothing types with the upper/middle equivalents for the same nation next to them:

Spoiler (click to show/hide)

There is still one final thing to do for the lowest-class clothing, which is to make certain archetypes even less ornate (though you can see that the buttons are smaller, the belts less patterned, etc), because the 1st and 2nd on that list, for example, are still a bit too snazzy. Although, with that said, I don’t want to make the most common kind of clothing too uninteresting to look at, so there’s a balance to be found between realism and variety. I’ve also made the variety of colours possible for lower-class clothing significantly greater than it originally was, and hopefully you can see that in the left-most column. I’ll update this image later in the week once I reduce the complexity of some of the designs!

Final Clothing Thoughts

I’m extremely pleased with how different all four forms of clothing are. I feel confident saying that although the styles within each vary very significantly, it’ll always be fairly apparent when looking at an unknown person’s clothing whether they are wearing feudal, nomadic, tribal or religious clothing (and the armour sets I intend to develop later this year will obviously be highly distinct again). Here’s a rather nice image of some compiled generated clothing which illustrates this point better than I can, and shows very nicely the massive range of clothing you can now find on all the people you meet in the world(s) of URR:

Very large image: http://www.ultimaratioregum.co.uk/game/files/2016/01/Hoi2-5.png

Next Up?

I’m very happy with how these are all looking, and with these finished all clothing except armour is done (though armour won’t appear until 0.9) so we’re done with clothing for now (at a later date I will also add gloves, necklaces, rings, crowns, etc – I am really looking forward to crown generation – but not for 0.8, and probably not 0.9). I’m now turning back to pathfinding and scheduling for the third week of work, and we’ll have a large update on this in a week’s time… hopefully with it completed, but we’ll see how it goes. The task remains massive, complex and challenging, and although I’m making progress, it’s a long way from done. If I don’t think enough scheduling and pathfinding is done by next week, I’ll probably post an interim update on some of the other small additions and changes I’ve been implementing into 0.8. Either way: see you then!

229
[procedurality intensifies]

230
This week's update is all bug-fixing, then we'll be back to new stuff (AI development, clothing, pathfinding) from next week onwards!

http://www.ultimaratioregum.co.uk/game/2016/01/02/final-bugfixes/

231
Other Games / Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« on: December 26, 2015, 10:34:21 am »
2015 in Review! URR and a million other things:

http://www.ultimaratioregum.co.uk/game/2015/12/26/2015-in-review/

232
Other Games / Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« on: December 22, 2015, 10:36:28 am »
Ooooh, academia.

Ohhhhhhhh yes.

I'm following you since the very first blog post, and i'm hugely impressed by your Pythonic skills.

Why thank you! Maybe one day I'll produce a PCG-related book too...

233
Other Games / Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« on: December 19, 2015, 03:21:38 pm »
This looks incredibly neat.

Thanks! Glad you like it :).

234
Other Games / Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« on: December 19, 2015, 06:24:13 am »
Not technically fully a URR entry, but very relevant - for this week's blog entry here's that Secret Project I've been talking about recently. Enjoy!

http://www.ultimaratioregum.co.uk/game/2015/12/19/the-unpredictability-of-gameplay/

235
Other Games / Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« on: December 17, 2015, 05:37:57 am »
So this game is made in Python, no wonder the updates are coming out at such a fast pace  8).

Python *is* the greatest (not that I've ever used anything else...)

236
Other Games / Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« on: December 16, 2015, 05:14:26 pm »
Thanks! And that is rather nice - it's awesome that the RPS guys like URR.

237
Other Games / Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« on: December 15, 2015, 06:14:09 pm »
Excellent!

Labels - quite possibly. Someone might escort you - definitely.

238
Other Games / Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« on: December 15, 2015, 04:29:45 pm »
Wowsers. Those are some pretty huge castles and stuff.

The only thing I'd mention, however, is the castle walls. Do any ideologies have the "practical" straight walls to their castle or do they all have the weird indian-esque zig-zag?

Thanks! I think the circular/octagonal/diagonal ones are fairly straight, but those are indicative of the five aesthetics; decided I was willing to drift just a little from realism in the aid of variation (a choice I make pretty often).

I have to say I do have a concern though, which is that from looking at those castles (and other big buildings) I'd be hard pressed to know what's where internally (even with a birdseye view!). I can pick out the throne room and a dining room, but everything else is difficult to say. Whilst exploration is fun, getting lost in endless store rooms and whatever whilst you're trying to desperately talk to the king may become tiresome.
This is the obviously compounded on by the incredibly impressive but also very different shapes, meaning that it won't even be that you'll be able to use your knowledge from last time in future.Perhaps you might be able to do something UI wise to overcome this?

I suspected this kind of question would come up! There are several answers.

Firstly, and most importantly, the conversation system: when being directed to a building for something there's a good chance someone would tell you details ("It's in the map room in the castle, which if I recall is in the north-east corner"), and even if not, once in a building it should only be a couple of keypresses to ask someone where something is and get a reply. At the same time, for the most part I have actually strived to make the layouts fairly understandable, although castles are very complex; I find them fairly clear to play and actually walk around, even when I don't know a layout (even if I do know the generator, admittedly, so I'm certainly not unbiased).

Secondly, ITEMS. A lot of these rooms need things in which don't yet exist! Books, maps, weapons, tributes, paintings, etc etc, which will make them more visually recognizable and more varied.

Thirdly, new rooms - not all the possible rooms are here on these diagrams yet, and the castle size does try to generate in such a way that the castle is dense with important rooms and has the smallest possible number of non-important rooms. I'm still working on this system, and actually in this evening's coding I think I've detected a small issue with it that needs resolving - but nevertheless, the ratio of useful-to-default rooms will improve just a little more before release.

And fourthly, I guess - you won't be spending all your time in these huge buildings! I hope that once we have a lot of strategy-level gameplay around conversations, travel, currency etc going (in next 12 months, along with a lot of other stuff), reaching one of these should be rare and noteworthy, and should hopefully feel fresh, and actively encourage you to explore to not just find Thing X or Person Y you went in there to find/meet, but also to see what else is there. So I don't think it will get dull exploring a castle or cathedral etc, given how comparatively rarely you should be in them in the first place.

Fifthly, you will be able to buy maps of major buildings!

Hopefully that sets your concerns to rest :). I'd be keen to hear any other ideas to sit alongside, but I'm confident the above is a pretty strong combination.

239
Other Games / Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« on: December 13, 2015, 04:03:31 pm »
PROCEDURAL CASTLE GENERATION

At long last, castles are generating, and you will be able to visit them in this release!

So get some food and drink, relax, put your feet up, and sit back for a detailed exploration of how castles are going to generate, what you’re going to find inside them, what the player will be able to do there, how you’ll gain access, who you’ll find living there, and so on.

Firstly – castles are one of the only two districts which are barred to player entry in the current version of the game (the other being dockyard districts). I tried a few early models of castle generation in the present release but just couldn’t find something which worked relatively quickly, generated them in the detail I wanted, and ensured that they were aesthetically consistent with the rest of the nation – not to mention that I was redoing how all the ideologies work and I wasn’t quite sure how these were going to tie in (more on this below). So I decided to leave them until this release, and now that NPCs are almost “done” and the majority of the bugs created over the last few months have dealt with, I realized the time had come to implement castles.



What goes into a castle? Castles are located in cities and take up a full district in that city. As I’ve talked about before, policies/ideologies have been completely reworked to provide physical and structural changes to each nation, rather than more abstract things. Therefore, the “Zealotry” ideology has religious buildings spawn in all city districts; the “Conscription” ideology places a barracks in every town; the “Isolationist” ideology creates city walls; “Theocracy” always ensures a crypt beneath a cathedral; and so on. I’ve now extended this system to castles, meaning that the rooms you find inside each castle (aside from the standard halls, guard quarters, etc) are entirely dependent on the ideologies of that nation, and forms a kind of microcosm which reflects the city around it (and all the people in that nation, and its towns and settlements, and its citizens, and so forth).



So, a Monastic nation will have some monks resident in the castle, a Vassalage nation will have a hallway depicting the banners and armour of all its important houses and families, an Imperialist nation will have a room filled with trophies from past conquests, a nation which cares about Aesthetics will have an art gallery within the castle, one which believes in a Penitentiary justice system will have a dungeon, and so on. This therefore means that each castle can have a range of special rooms, from the smallest possible number of two (I think!) for a nation where almost none of its polices necessitate special rooms, to a grand total of sixteen rooms for a nation which happens to have chosen ideologies which necessitate something special (and everything in-between). As ever I wanted castles to reflect the aesthetic/geometric preferences of each nation (square, octagon, circle, diamond, cross) and also, of course, to actually look like a castle on the outside with walls, moats, and so forth. This leaves us with a “two part” castle system – generating the outside of the castle which is the “district” of the city, so to speak, and then generating the inside of the castle.



Here we have an example of a “castle district”. In the design of this generator I wanted to accomplish several things. Firstly it should look defended, aside from the city walls which interpenetrate each city and delimit one district from another. This means walls and/or moats depending on the particular policies of that nation. Secondly, it should fit with the rest of the nation: this obviously means the usual consistency in brick colour, but also in shape, so we see here the castle for a octagon nation (and there will be others shown elsewhere in this entry), and the moat and the walls both clearly reflect this aesthetic preference. Thirdly, of course, it needs to fill up the district – splitting cities into square districts is an acquiescence to various gameplay and technical requirements or decisions, and trying to get a singe building to fill up an entire district just wouldn’t work (cathedrals in city centres, for example, are massive, but only take up around 1/4 of the district at most). Therefore, what else do castles often have? Well, castles (and stately homes/mansions/manors more generally) often have expansive gardens, so I decided to take a leaf from the mansion generation system and add some rather snazzy gardens into the mix as well, behind the walls (these will have more detail once I redo plants in some later release). Some more of the district is then “taken up” by adding small shape-appropriate towers into the external wall of the district as well as the internal; I think this makes quite a nice visual effect, and helps the districts with smaller castles (as castles can vary in size depending on how many ideology-dependent rooms spawn within them) feel a little less empty and devoid. Ultimately it is tricky making the entire district full via a single building, and there is more variation I want to add in the future, but I think it’s working well enough for the time being (as there will also have guards on patrol and so forth to add more detail). Here’s another example for a cross nation:



We then come to handling the inside of a castle. As above, there is a significant range of possible rooms, *and* each possible room has its own layout, and these need to somehow be shoved correctly into a castle of a particular shape and size. Suffice to say, this is no easy programming task, but the game can now select from a range of preset “starting points” for castles, and then split and subdivide rooms in a number of ways, and then add in the special rooms (and the ordinarily rooms) in sensible locations, and do this for any number of shapes, sizes and permutations of important rooms. Like most of the most complex generators in the game this is a mix of PCG, handmade regions, and large databases of areas that are somewhere between the handmade and the procedural. This system took the best part of a week’s coding to complete, but now it works (I think!) for any value (within the scope of possible values). Castles always contain a great hall and guard quarters (and/or soldier quarters depending on ideologies) which are positioned in the parapets/towers surrounding the castle. All castles then contain a range of studies, dining rooms, bedrooms on their upper floors, and so forth, and then a throne room situated somewhere on the ground floor, although the precise nature and position of this throne room varies for democratic/ theocratic/ stratocratic/ monarchic nations. Alongside these are all the ideology-determined rooms, of which there are dozens. Rooms that might otherwise be similar – like quarters for monks, servants, soldiers, etc (how many ways can you make a room with a bunch of bed distinct??) – always have some variations, so they might have different floors, or different extra furniture, and so forth, so every kind of room will be distinctive. Also – you see those rooms below with just tables in? Those will soon contain books, maps, trophies of battle, tributes from weaker nations, etc, but for now,they’re just tables! So, here are two examples of what the bottom-floor interior of a castle might look like, taken from an octagonal castle and a cross castle:







Naturally, not all castles have an “open” interior section that leads back outside, it just so happened that the two I generated for this entry did! More important rooms means a larger castle and a lower chance of an open inside. Similarly, there are various things that can appear in corridors – banners showing the coats of arms of vassal houses, holy books on pedastals, placards noting arena champions, and various other things – but I haven’t quite got around to adding those in yet at time of writing (but they won’t take more than a few hours at most). Similarly, see the odd empty room? Those will be money caches soon. Also, if you see some unknown symbols… well, you’ll have to explore some castles to find out what those are! Next we also have some top floors, containing the master bedroom for the ruler (and potential space for a harem, or consorts, or multiple partners, if the civilization in question goes in for that), then various bedrooms for the various offspring of the ruler, guests, and so forth, again with a nice lot of variation for different shapes and sizes of castle – these are of course rather similar to the ornate quarters in mansions in officer quarters in military districts, but there is only so much variation one can give to a bedroom. There are also the upper floors of each tower on each side, which lead out onto the roof! I’ll get pictures of these up at a later date as I’m still finishing them off, but you’ve no doubt seen the bedrooms in URR’s mansions, for instance, so you get the basic idea. There are also various rooms that spawn underground too, and various secret rooms as well…

What about the castle’s inhabitants? Well, naturally we’ll have the ruler; we’ll have any assistants, clerks, eunuchs, partners/consorts, and so forth; potentially priests and monks if the ideologies suit it; lots of guards and soldiers, though again their number and placement vary for various reasons; servants and/or slaves; and any guests, though I’m not quite sure what guests we’ll have visiting rulers. The rulers will of course sometimes leave the castle to preside over parliament, meet foreign dignitaries, and that kind of thing, but that’s in the future. What about access? I’m not going to implement the key/permission system in this release, since most of the things that will be later required to gain access to areas aren’t implemented yet anyway! You’ll remain free to wander around the world for the time being and meet the people there and talk to them, but it won’t be too long until you’ll need the appropriate keys and permissions to gain access to the most important areas; for now, therefore, guards will let you wander.

So there we have it. Castles are now, I would say, as detailed and interesting as cathedrals, which certainly makes a lot of sense – these should be the two most impressive structures in the world (although I have an idea for some special massive buildings in the future, like rare one-off huge prisons, or asylums, or arenas, and so forth). Here’s a comparison pic of a generated castle and a generated cathedral (the two largest structures you can find) to give you a good idea of the similarities and differences. I’m immensely pleased with how these now look and I hope you like them too!



Next week I’ll probably post about the final removal of (hopefully) all remaining bugs, at which point I would hope that the game will be stable, or at least as stable as a massive release of this sort can possibly be because major wide-ranging playtesting by a community rather than an individual. Then, hopefully, I can finish off AI/pathfinding and clothing stuff before the end of the year. It remains a hugely audacious goal – I need to get all nomadic clothing and tribal clothing generated, and get every single NPC scheduling and pathfinding correctly on the “human” rather than abstract scale – but I… think it can be done before the end of December. See you all in seven days!

240
Other Games / Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« on: December 09, 2015, 07:09:49 am »
Man, I'm excited about the news!

Thanks! The next blog update though should be quite something, as long as I do indeed have castle generation in a show-able state by then...

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