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Author Topic: Dwarf Fortress meets The Outer Wilds? "Ultima Ratio Regum", v0.10.1 out Feb 2023  (Read 592775 times)

Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #3060 on: July 31, 2017, 01:55:41 pm »

That's looking really impressive!

However, a few things:

Whilst it's an almost unbelievable improvement over every other games conversation system, it still feels as though you're interrogating the NPC rather than just having a conversation. Part of this is because the NPC isn't asking anything back, and part of it is because the player doesn't respond to what's been said before. If it was possible to apologise for a previous question (which might relax tensions/raise opinion back up, but only to a certain limit) or thank them for telling you etc. it would help a lot.

I understand there's a gameplay balance in terms of that the player might find adding in random platitudes and whatever slightly tedious, and it might be that if you get a positive response, you automatically prefix the next question with a list of affirmatives ('interesting', 'thank you for telling me that', etc.) These could be randomly put in, and maybe only trigger if you started asking about a previous question group from the last question. That would therefore mean you could add something like 'thank you for telling me about the armour of your people, could you tell me about how many artefacts your civilisation holds?'

Secondly, some of the word orders are a bit strange - 'What manufacturing quality is the armour you at the moment have' doesn't really sound right. Same for a few others.   

Lastly, in the question about armour, the NPC says he doesn't have any armour and then responds with the armour type. Would it be possible to block off that line of enquiry to the player if they'd already responded to say they don't have whatever it is?

Great thoughts!

1) You will absolutely be able to reply, and they will absolutely ask you questions soon; just probably not 0.8, depending on how things go (if not, definitely 0.9). I do want to get 0.8 out as fast as humanly possible from this point onward.

2) Apologising: great idea. I'll figure out a way to add that option.

3) Saying "thanks" and then asking for more info; that's awesome and a brilliant idea. If you get a positive response, you'll say "Thanks" or whatever; if you get a "I don't want to talk about that", you'll say "Ok" or "Understood" or "Apologies" or whatever before your next comment. Yeah, that's a brilliant idea!

Nice! Looks really cool, though the "I don't want to give an answer to that enquiry" spam is a bit awkward.

Mmmmm. Need to add more variations to prevent that :).

One little suggestion I have is that an NPC might sometimes repeat the self like

"For the last time, I have already told you that <Answer>, stop wasting my time"
or thereabouts, as a final resort before ending the conversation. This would be more likely if the NPC wants to still continue the conversation but is exasperated by you asking the same thing over and over.

(Also has the gameplay mechanic of letting the player see a response again if they can't find the original answer in the long conversation, but at the penalty of annoying the NPC)

Edit: Also maybe some minor confusion if you ask things twice, like "Huh? I just said it was..<blah>" before the "you're wasting my time moron" kicks in

If they have previously answered, they do say "I've already told you that", "I've given you all the information I want to give you" and that type of thing. I think with a "search" function in the future you prooooobably shouldn't need to ask again to find out? And I like that, a confused possible response first time you ask again; I'll add that.

---

Lots more coding this week! Let’s get to it:

I’ve implemented what happens when the player repeats compliments and insults over and over again (I have previously implemented the repeating of “general statements and questions”, i.e. almost everything, and repeating greetings, which are handled differently). When one says a compliment over and over, the NPC will appreciate it, and express their appreciation, but if you do it too much, they will begin to be a little bit puzzled; there are also some unique responses for repeated greetings being offered to particular classes of NPC. In the future I want to enable some greetings to be met with less positive responses if one greets repeatedly someone who might come from a culture which doesn’t especially like or appreciate the greeting in question.

If you repeat the same insult again, the NPC will quickly become even more annoyed than if you had simply said the insult once (which is itself a guaranteed mood drop) and will tell you to stop saying it, threaten you, become exasperated and ask why the hell you keep saying that, and so forth. Given that insults are unequivocally, well, insulting, this was a pretty easy group of phrases to code. I have also made it so that three or more insults in a row always has a 50/50 chance of ending a conversation: so be capable who you have a go at!

There was a bug with repeated comments; sometimes the game would seem to forget that you’d just asked something ten times, and if they answered, then said “why are you still asking this?” nine more times, on the eleventh time they would suddenly reply again. That was from the simplest of typos where the game was decided what kind of “why are you still asking this?” response it would give, where very rarely the game would select one which didn’t actually exist, and therefore default back to the previous sentence. This is now fixed.

The game previously only checked if someone’s mood had dropped to 1 or 0 to decide whether or not to end a conversation; this meant that if an NPC’s mood dropped from 2 or more to -1 or less, the game wouldn’t catch it, and they would go on talking and hating you, but not ending the conversation. This has also been fixed, and NPCs will end the conversation with you regardless of how low it drops. (It should be noted, the conversation does not literally “end” at this point; I need to add a dialogue box saying “This NPC has walked away” or whatever, and “Press Enter” to then end the conversation. I’ll be doing this before 0.8 is released, and shouldn’t really be too difficult; I’ll also need to add something when you talk to an NPC who has rejected you again, such as “I’ve told you, I have other things to do”, and the like).

I’ve given each civilization a list of reasons they might not want to respond to questions about particular topics. So people from an Isolationist nation might be disinclined to answer national or political questions because they are very wary of outsiders; someone from a theocratic nation might be disinclined to answer a religious question because that’s a matter for the state; and so forth.

Fixed a range of grammatical errors with the construction of sentences ,and discovered that in some cases, sentences were going through the system that varies each sentence for each culture twice, which was a big problem. That has now been fixed, shifting the “sentence varying” part of the process to something which only takes place once, and before. Before release I will need to spend quite a bit of time talking to every NPC I can find and dealing with every grammatical error I can possibly hunt down, but it’s a work in progress; the speech generation system is so complex, and so much varies, that it’s hard to pin down too much in any one sweep.

If people don’t want to respond to the questions you’re asking for personal reasons, there is now a set of responses in place for them explaining that they don’t want to respond for political reasons, or for religious reasons, or whatever. There are also some unique responses if you’re asking particular classes, so an inquisitor might mention it’s particularly suspicious if you keep asking about heresy. What this means if that there are many, many layers of questions and answers that the player will rarely, but sometimes see, and should provide a lot of variety. In this case, you need to ask someone something, it needs to be a topic they would be willing to reply to, and know something about, but they don’t want to talk about, and they decide not to talk to you about it, and they’re of a particular class and asking a particular question, you’ll get a unique response. I want these chains to be as long as possible, to maximise the chance of the player encountering a new response, no matter how long they’ve played the game.

I’ve put a lot of work into these responses, which take three forms: “uninterested” (the person doesn’t fancy talking about the topic), “stupid” (they think it’s a dumb question to be asked), and “suspicious” (they are troubled by you asking something).

In the case of the “Uninterested” response, they will begin with a sentence along the lines of “I don’t want to answer that” or “I don’t feel like talking about that”. After that, they will follow up with a comment that might be a general comment, or a class-specific comment. If it’s a general comment, they might say “It doesn’t really interest me”, or “I don’t think about such things”, or “Aren’t there other more interesting matters to discuss?”, and so forth. Class-specific, meanwhile, might be something like a miner saying “I should really get back to the seam…” or a priest saying “I would really prefer to speak to you about [god]”, or things of that sort. These have a nice variety, and I was able to think of at least three options for every class, as well as many general variations, all of which will of course vary across culture as with all sentences, so there’s a huge amount of variety here in the kids of responses one will get out of NPCs.

With the “Stupid” response, NPCs will instead open with something like “What a weird question” or “What a strange thing to ask me”, and then proceed to again, either give class-specific or general responses. General responses might be something like “Am I really the person to ask about this?”, or “That makes very little sense”, or “Why are you even asking?”. For the class-specific responses, they will reply in a way that emphasises why this was an especially daft question to ask that NPC class. If you ask a jailer about geography, they might say “My work is in here, and always will be”; if you ask a Concubine about war, they might say “What could I possibly know of battle from in here?”; if you ask a doctor about politics, they might say “Diseases and ailments care not for one’s political allegiance”; and so on. These should help the player to think about what kinds of things they should be asking different kinds of NPCs, what classes and questions make sense together – as well as what classes and questions definitely do not make sense together – and, as ever, dramatically increase even further the variety of things people might say to you in the URR world.

For “Suspicious” answers, they start off the same as the “Uninterested” answers, by saying “I don’t really want to speak on that” or whatever, but then things change. For each tag (“political”, “religious”, “geographical”, etc) some NPC classes have special responses, and all have a set of general responses. For example, asking about politics to a concubine might have them ask if you if you’re only asking because of their closeness to a ruler; for other classes, they might say “Politics is a strange topic for you to be asking me about…”, or equivalent. If one asks an individual question, a clerk might emphasise their personal life has no bearing on their work, or an inquisitor emphasises that their purpose is simply to pursue heresy, not to think about themselves. If one is asking about military matters, an officer might question why you want to know about potentially classified material, whilst someone from a militia questions why you’re interested in the defence of their homeland. There are then also some responses based on national ideologies, too, which will sometimes be thrown into the mix. Again: maximising number, maximising variety and difference, maximising the potential for the player to always be discovering new possible responses.

For this week’s sole coding screenshot, here’s a bunch of the “defaults” for the uninterested answers (which are picked at random, then varied for each culture according to procedurally-generated constraints and norms, as usual):



Next up: in the coming week, my objective is to finish fixing any remaining bugs to be found in the above set of points, and then start – I anticipate this taking several weeks – putting into place a structure for filling in the “[god]” and “[nation]” and whatnot parts of sentences, i.e. the parts that vary every time they get uttered and cannot be stored, but have to call reference to a wide range of different saved elements of the game world. I have no idea how fast/slow this will go, but all I can do is get started, so I’ll be doing that next Saturday/Sunday. See you all next week for the first steps into this crucial part of the conversation system!
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #3061 on: August 08, 2017, 03:10:00 pm »

Only a short update this week, I’m afraid; this week I’ve been busy putting some of the final touches to my book and haven’t had as much time to program as I wanted; only half a day rather than a full day. As such, this week’s update is very short, but next week’s should be longer. However, in light of my new decision to have a gradual update log, I’m still going to do this post and then next week’s, instead of compressing both updates into one longer update. As such, this week:

- Most centrally, I’ve finished the task of moving the code that exchanges default words for the preferred word of a given civilization. In some cases this was being called twice, and in other cases not at all, and even though in some cases it was correctly being called once, the range of situations this was being used in were making it all rather unclear. I’ve finished making this shift, which required moving around quite a bit of the sentence generation code and adding some new code to re-handle things like punctuation and capitalisation, but I think that’s now done and working correctly.
- I’ve been going through and removing a lot of phrases, and a lot of word orders, which sound strange. As several people have pointed out, sentences could sometimes come out rather strangely; I’ve tried to fix as many of these as I can. At the same time, though, some of the interesting but logical sentences are generated from the same sources as the interesting but illogical sentences; it’s tricky to strike the right balance here. As ever, I think this will just need lots of playtesting.
- Just stated sketching out (on paper) a list of the bugs and small issues that need to be resolved before 0.8 is released; I had a bunch of smaller lists of this sort, but I hadn’t really collated them into one place before. For some of the bugs I’ve decided they don’t need fixing until 0.9, and some of them I decided it was easier to simply remove the thing that caused the bug (temporarily) than to fix the bug now; as I’ve said several times, I’m really trying to do the absolute minimum now required to get 0.8 released, and putting some of this stuff off until 0.9 is definitely the way to go.

I’m afraid that’s all for now, folks. Should get a full day to code next week, so should be back with a larger update next time around. See you all next weekend!
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Dorsidwarf

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #3062 on: August 09, 2017, 10:38:08 am »

Good to hear things are going well!
Re: clunky phrasing: I guess in the end it's largely a matter of just seeing what works best in the most situations
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #3063 on: August 18, 2017, 03:26:36 pm »

Good to hear things are going well!
Re: clunky phrasing: I guess in the end it's largely a matter of just seeing what works best in the most situations

Thanks - and agreed! Definitely needs more refining, but definitely improving, too...

---

This week has been a week of consolidating everything that was in place so far, continuing to test and refine and test and refine over and over the speech generation and the flow of sentences, moving around some of the code so that it can be handled more efficiently, and thinking about handling sentence variables in the future, which is to say, the parts of sentences which are things like “[god]” or “[nation]”, and therefore have to vary every time the same sentence is uttered. As such, here’s this week’s fairly substantial update:

- Thanks to some great suggestions left in the comments list in the blog post from two weeks ado, I’ve added in a number of new responses. If you’re asking someone about a potentially suspicious topic, and you’re in a region with guards, they might (if they really like you) say something like “You shouldn’t ask such things, the guards will think you’re a spy!” or something of that sort.
- Equally, if you’re asking a particularly “academic” rather than “practical” topic – the difference between “what is the nearest mountain range?” and “what is your religion?” – they will sometimes, very rarely, say “I don’t know, but you should go and ask [expert]”. I think these are both great changes, and again, add even more speech detail to the potential library of sentences the player will actually encounter. However, again, to prevent farming, there’s now basically a hidden counter, which varies significantly from iteration to iteration, and affects how often people will recommend that you go and talk to somebody else about the topic in question; equally, you need to be talking to people who both a) have the knowledge and b) have the inclination to recommend an expert, which will be a fairly small number of NPCs.
- I then spent quite a bit more time developing the above in order to maximise the detail that people can offer the player, the variation in the sentences the player will read, and integrating all of this will knowledge and mood modifiers. So, now, if you hang around in a shop, and then a random person comes in, and you ask that person about the currency of their nation, for example, if they don’t want to respond they will point you towards the merchant in that shop, knowing that a) they and you are in a shop and b) you are asking a question that it would be relevant to talk to a merchant about and c) there is also a merchant in this shop.
- These responses also vary depending on whether you’re in the nation or church relevant to the person you’re speaking to. So let’s say you ask someone something, and the relevant answer would be “You should ask a noble”. If you’re in the mansion of a noble from their civilization, they’ll say “You should ask a noble, such as the one in this mansion” or whatever; but if you’re elsewhere, they’ll say “You should ask one of our nobles, who dwell in accommodations like these”; if you’re right nation but outside and in the right district, they’ll say “You should ask a noble; several have their mansions here”, or in wrong distract, they’ll say “You should ask a noble; many dwell in our richest district”. Equivalents in a foreign nation would be “You should ask one of our nobles, who dwell in a district much like this”, or “You should ask one of our nobles, who inhabit the richest part of my home city”. The game can therefore now generate appropriate sentences both based on the player’s location – right building, right district, or just overall right region, or overall incorrect region – and the relationship between the person you’re talking to and the area you’re talking to them in (especially relevant when you run into people who aren’t native to the state they live in, for example).
- I have to be honest and say that I’m extremely happy with how this context-specific recommendation system has developed; I’m really hoping this will produce some strikingly specific procedurally-generated sentences for the player to encounter in appropriate situations, and as ever, just generally provide greater variety in the conversation system. There are also a bunch of sentence possibilities which might be generated that I know are currently impossible, but might become possible later once the potential actions and schedules of NPCs expands further.
- Going back to repeating questions, if you ask X, and then you ask X again, sometimes on the first repetition people will now be confused rather than annoyed or bothered; they’ll say “Didn’t we just discuss this?”, or “That’s strange, didn’t I just answer that?” or something like that; the potential mood drop will be the same, I think, but it’s just another little bit of detail for some NPCs.
- Thanks to an outstanding suggestions left on the Bay12 forums, there is now a little bit of extra conversation detail in there which I hadn’t thought of. If you ask something, and get a positive response (they answer your question), when you say the next thing you say, it’ll normally start your next question with “Thanks” or “Understood” or “I appreciate you letting me know” or things of that sort; equally, if they didn’t reply, your next thing will often start with “Apologies” or “Ah, okay” or things of that sort. This adds a nice little bit of extra flow to the conversations; naturally even more flow will be added once they can ask you questions back, but for the time being, putting these in 50% of responses definitely makes everything look a little more human once more.

Next week’s blog entry will be a little different: I’m in the final fortnight of the extension period on my first book, and this week’s absolute priority is finishing that off. Next week I’m going to have the first non-URR entry since development restarted and write up some reflections on writing such a long piece of work about games, what I’ve learned from it, my future writing plans, and so forth; there’s just no way I’ll have more than a little time in the coming week for programming, and I’d rather return with a blast the week after. See you all next week!
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Scoops Novel

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #3064 on: August 19, 2017, 10:04:25 pm »

Have you considered using different fonts for different languages/accents? Maybe the same 3 fonts for upper/lower/middle class, with the option to toggle a custom font for each language instead? I know you want the diction to stand for itself but it's easy to say pretty verbose stuff in a pretty brummie way.

Got any thoughts on group conversations? Can the NPC's chat amongst themselves?

Will the game note how voices sound?
« Last Edit: August 19, 2017, 10:35:39 pm by Novel Scoops »
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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #3065 on: August 20, 2017, 12:08:34 am »

The updates are keeping my interest piqued!
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #3066 on: September 01, 2017, 10:36:22 am »

Have you considered using different fonts for different languages/accents? Maybe the same 3 fonts for upper/lower/middle class, with the option to toggle a custom font for each language instead? I know you want the diction to stand for itself but it's easy to say pretty verbose stuff in a pretty brummie way.

What an interesting idea. I hadn't considered that at all, but that's a really cool and interesting notion! Hmm. Heh, I kind of like that idea, actually. Let me think about implementation!

Got any thoughts on group conversations? Can the NPC's chat amongst themselves?

Yes, although for now that just means "standing in a group with each other for some period" with the implication of conversation taking place. You cannot eavesdrop (yet!).

Will the game note how voices sound?

Nice idea - I hadn't thought of that, but I'll definitely see how I could add that in. There are definitely a whole bunch of ways I could convey sound/mood/accent (words, colours, fonts) and I definitely want to hit on the best combo before I implement any of it.

The updates are keeping my interest piqued!

Haha, I'm glad!
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #3067 on: September 03, 2017, 12:08:15 pm »

I’ve now started work on speech variables, which is to say the parts of speech – such as “[god]” or “[rulername]” – which cannot be stored and simply reproduced, but needed to be generated each time they are called in a conversation, and will vary significantly based on context (reply, question, talking about oneself, talking about somebody else, and so forth). These are a pretty crucial part of the conversation system, since it is often through these that the player will get information about the specifics of the game world they’re exploring, and these will enable the player to ask questions about specific artworks, specific nations, and so forth, whilst ensuring that NPCs give logical replies to these kinds of enquiries. Most words are stable within one civilization: which is to say, everyone from one civilization might say “make” instead of “create”, or might be “homeland” rather than “nation”, and so forth. These give every culture a distinctive way of speaking, and in testing thus far they do come across in very unique ways. However, there are always going to be words in their sentences which have to be selected anew every time they are used, and it is these we are now tackling:



For example, “[holybookauthor]” would refer to who wrote the holy book of a particular religion (if known); “[monasteryfield]” would refer to what particular kinds of books a monastery produces (when we have books implemented!); “[mercyears]” refers to how long a mercenary has been a mercenary (that is “merc years”, not “mercy ears”!); “[armyrole]” refers to what a particular soldier the player is talking with does in the army; and so on. Whenever anyone tries to say one of these, the game needs to be able to look up what exact phrase it should use, which means a unique set of look-ups in the game’s databases for every single one of these. It might mean checking something to do with that particular NPC – such as their age or simply what religion they worship – but it might also require the dredging-up of information from a religion, a culture, a geographical location, a series of historical events, and so forth. Given the central role of the speech system to the game and to the player’s abilities to actually gain access to the information they need, it was clearly going to be vital that these systems are detailed, comprehensive, and sufficiently varied to maintain interest over what can be a long playthrough. Equally, as above, almost all of these are going to need unique bodies of code designed to pull out the correct bit of information – and it is this I’ve worked on this week.

The most challenging task this week was, frankly, reminding myself of how the code for sentence generation works, and finding the right “place” in the code to switch out “[god]” for “the Grey Goddess of the Mountains”, or whatever. Whereas for all the last few weeks I have been primarily or entirely adding more content to (or on top of) existing systems, here I was developing some new systems. I had a bunch of comments, and most things have quite logical labels, but there was still a certain bemusement looking at the sentence generation code again and working out how everything actually slots in. Once I’d figured all this out, however, it became clear how I needed to implement these elements, and what elements should be stored and retrieved from which places in the code and the game’s data structure. Last week, I shifted the code that I vaguely call the sentence-converter, which is to say the code which takes a default sentence and then makes it sound different for each nation. This week I’ve also shifted the code which handles these new variables away from where it originally was, which didn’t make a huge amount of sense, and put it alongside the other. Now, when the game cycles through each word in a sentence to choose the correct cultural version, it will also find the sentence variables in the same process, and decide what each one should become at the appropriate time. This is a good foundation for building on next week, and I’ve already begun to sketch out some of the functions that will select the appropriate words and terms for relevant parts of sentence generation.

I have also decided that the system whereby an NPC looks at you and draws judgements about you – see this entry for more – is something that will appear in 0.9, not 0.8. This is because although one can add and remove clothing at this point, one cannot actually gain access to the clothing of other NPCs yet, because a) we have no shops or currency and b) there’s no way to ask people for clothes, have people give you other clothes, even attack people for clothes, etc. So, for now, everyone will just (correctly) believe you are from your home nation. I’ve therefore implemented a placeholder function with space for a full assessment of who they think you are, which can be easily expanded in 0.9.

Lastly, as part of this, some different NPC classes will also give you different greetings; this is part of the placeholder above, and will be expanded in 0.9, but there are now some variations in greetings according to what kind of NPC you’re talking to. A priest, therefore, is likely to comment on religion when they say hello; a servant or slave will be especially shy when they greet you; and so forth. Again, this will be expanded in 0.9 to integrate with the NPC’s judgements about who you are when you talk to them.

Next Week

Next week: with the system in place, I’ll start working on handling the variables themselves, and drawing on the appropriate information, in appropriate contexts, to complete these square-bracketed parts of NPC speech. See you all then!
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Dorsidwarf

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #3068 on: September 03, 2017, 05:40:15 pm »

Goood update! behind the scenes stuff and in-progresses are every bit as interesting as all the shiny procgen images!
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Zireael

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #3069 on: September 04, 2017, 02:03:37 am »

Quote
“[mercyears]” refers to how long a mercenary has been a mercenary (that is “merc years”, not “mercy ears”!);

Haha, and I read the variable as "mercy ears", too :D :D
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #3070 on: September 27, 2017, 05:54:06 pm »

Thanks friends! Appreciate it :). Here's a brief entry for this week:

---

Just a short one this week, to say: my apologies for the silence over the last month. A combination of an unexpectedly high workload (five different paper revisions to complete in a short time-span), along with caring for an extremely ill relative, and preparing to move 4200 miles across the globe in around three weeks, has been quite challenging. I also managed to send myself on a trip to the Accident and Emergency part of my local hospital, which was all totally excellent, but has put me in bed recovering for quite a few days. And, to top it all off, a side-effect of the far more serious illness I got several years ago has just manifested; it’s not life-threatening, but it’s intensely dispiriting and depressing. I’m still alive (barely) but just absolutely swamped under everything right now; the injury and the new medical issue are both just extra things I could really, really, do without. I thought the past couple of months would be the proper restart on URR’s development, but apparently that isn’t going to happen just yet.

Nevertheless, I’ll be back to 0.8 as soon as possible. Things have to stabilise sooner or later… right?
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Mephansteras

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #3071 on: October 21, 2017, 02:31:25 pm »

Ouch, that sounds rough. Good luck!
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Ultima Ratio Regum

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  • Game Studies Lecturer, "Ultima Ratio Regum" person
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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #3072 on: November 04, 2017, 01:57:00 pm »

Thanks, my friend :).

----

Hello everyone! It has been a little while since the first Interlude, so I thought it would be appropriate to post a sequel.

Firstly, thank you all so much for the amazingly kind words on the other blog entry (and which I’ve had through email, Facebook, etc) – they really mean so much to me, and they are deeply deeply appreciated.

Secondly, I’ve now successfully moved to Canada, found a flat (or rather, an apartment), signed the contract, and done the majority of all the admin and bureaucracy stuff that comes from moving to an entirely different country; I still need to get a mobile phone that functions in this country, and there’s one or two University-admin things I need to complete, but otherwise I’m settled, moved, I’m “in the system” in the Canadian bureaucracy, and I’m getting ready to officially begin this job just a couple of days from now. This has been a pretty huge task in the last fortnight, but it’s now coming to an end.

Thirdly, on the health front, the physical symptoms are improving, and the psychological symptoms are (more slowly) also improving. Things are still tough, but I’m making some good choices to improve the newfound psychological difficulties this complication from my older illness has dumped on me. In the short-to-mid term, I think things might be on the up (slowly), but it’s always so hard to know.

Fourthly, here’s the cover for my upcoming book with Bloomsbury. I’m so happy with the design! I should have more information soon about an exact publication date, but there’s lots of roguelike-y goodness in there to be had.



Fifthly, any of you folks who are interested in Twitch and live streaming might want to read this paper I recently published about it – you can find a paywall-free version here - https://tinyurl.com/y8adblsk. In it we explore the backgrounds of live streamers, the everyday work and labour of being a professional live streamer, and their hopes and fears about the future of their practice. This is part of a larger project on Twitch I’ve been developing alongside my colleague Jamie Woodcock in the last year, and we should have some more exciting stuff on this front to announce soon. Stay tuned.

So yes, that’s everything for now. I’ll hopefully be able to post more again once I have some kind of stability. I’ve also been thinking over some pretty fundamental questions about the website, how I blog, how often I blog, my general online visibility, these sorts of things, so there might be some big changes coming in the future (once I feel a little stronger). In the mean time, take care, everyone.
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FakerFangirl

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #3073 on: November 05, 2017, 07:37:01 am »

Finish 0.8 damnit!
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ventuswings

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Re: Ultima Ratio Regum - roguelike/Borges/Eco, v0.7 released!
« Reply #3074 on: November 05, 2017, 08:21:54 am »

Thank you for the update! Hope Canada treats you well, and you fully recover without problem.
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