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Author Topic: Ultima Ratio Regum - strategy/roguelike/4x (v 0.2.0 released 26/11/2012!)  (Read 74905 times)

greatorder

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #345 on: February 04, 2012, 08:23:13 am »

Um, great, uh. Two URR posts above you. On this page. The one with the picture? Just up a bit? Yeah. I think you botched your spot check.
*facedesks*
well, now there is a profuse amount of blood coming from my nose, I can feel good that I facedesked appropriatl-
*blacks out*
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #346 on: February 05, 2012, 07:23:36 pm »

Um, great, uh. Two URR posts above you. On this page. The one with the picture? Just up a bit? Yeah. I think you botched your spot check.
*facedesks*
well, now there is a profuse amount of blood coming from my nose, I can feel good that I facedesked appropriatl-
*blacks out*

:(. I have been known to do the exact same thing before. I might actually adjust the front page, maybe, with a summary of current thoughts or similar at some point...
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Leatra

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #347 on: February 06, 2012, 06:43:58 am »

Believe me, I did worse :-[

Anywho, how's the game going? :D

We talked a lot about magic but what about magic weapons and armor? If it's going to get implemented, I don't want it to be like Skyrim's enchanting (40 pts fire damage, that's all?) soooo, I don't have any brights ideas really. What do you guys think?
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #348 on: February 06, 2012, 11:42:53 am »

Believe me, I did worse :-[

Anywho, how's the game going? :D

We talked a lot about magic but what about magic weapons and armor? If it's going to get implemented, I don't want it to be like Skyrim's enchanting (40 pts fire damage, that's all?) soooo, I don't have any brights ideas really. What do you guys think?

Well! Working on the user interface at the moment; finishing up the skills menu, updating the map key, adding an options menu, working on the worldgen page, letting the player toggle nine-directional movement if they don't have a numpad, etc. Working mostly on creatures at the moment. Now that everything on the map is done, I'd like to finish up the UI by the end of tomorrow, then from Wednesday I'll be focusing entirely on creatures. As for magic weapons/armor, I'm not sure yet; I think I'm going to have a ritual system for adding enchantments to weapons, though I think those are going to be very, very rare.

In the meantime, there's a new devblog entry! In it, I talk all about BLOOD in Ultima Ratio Regum, and the various effects that various kinds of creature blood might have. Go read!

http://www.ultimaratioregum.co.uk/game/2012/02/06/building-a-creature-part-3/
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Clownmite

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #349 on: February 07, 2012, 01:09:34 am »

Hi Ultima, in response to your blog update, I'd definitely be interested in reading more entries about how you do things code-wise.
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Leatra

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #350 on: February 07, 2012, 08:02:27 am »

Yeah, most roguelike players at least dabble in coding anyway. Last time I dabbled in coding, I was writing scripts for TES:Oblivion. So, I don't know much about coding but I know most people would want to know the code-y side of the game.
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GMichelIV

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #351 on: February 07, 2012, 09:16:11 am »

I agree, I would love to hear about your coding.
I began working on a project in Python slightly after you began URR, and you are far far far ahead of me, so I would love to learn some sekrets.
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...And by "Diplomacy" I mean "Axes" of course.

ductape

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #352 on: February 07, 2012, 09:47:29 am »

are you using libtcod?
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GMichelIV

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #353 on: February 07, 2012, 09:51:54 am »

Not sure if that is directed at me, but Yes I am. And I'm pretty sure URR is as well.
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...And by "Diplomacy" I mean "Axes" of course.

Nistenf

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #354 on: February 07, 2012, 10:09:43 am »

URR is written in Python?
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Leatra

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #355 on: February 07, 2012, 02:02:12 pm »

URR is written in Python?
Yup. He is using python + libtcod if I remember right.
« Last Edit: February 07, 2012, 02:04:40 pm by Leatra »
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Xeron

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #356 on: February 07, 2012, 03:03:43 pm »

Can't wait for this.Take your time and good luck.
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Ah, the spoils of pasting one self's face onto women's bodies...

Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #357 on: February 09, 2012, 05:53:20 pm »

Hi Ultima, in response to your blog update, I'd definitely be interested in reading more entries about how you do things code-wise.

Cool - thanks for the feedback :)

Yeah, most roguelike players at least dabble in coding anyway. Last time I dabbled in coding, I was writing scripts for TES:Oblivion. So, I don't know much about coding but I know most people would want to know the code-y side of the game.

I've modded quite a few games in the past to a reasonable level (a few C&Cs, OMF:2097, a couple of others) but this was my first experience of an 'actual' programming language, as it were.

I agree, I would love to hear about your coding.
I began working on a project in Python slightly after you began URR, and you are far far far ahead of me, so I would love to learn some sekrets.

Cheers - I will oblige!

URR is written in Python?
Yup. He is using python + libtcod if I remember right.

Indeed so. Found tutorial; bought Python books; went from there.

Can't wait for this.Take your time and good luck.

Thanks, for both the comments :) - have been simultaneously working on creatures and the UI this week, though this coming week might see things slowing down. I'm giving a lecture and teaching a few classes and I have quite a bit of general thesis work. There *might* not be a blog entry this Monday, but if there isn't, I'll make sure next Monday's is longer. Not sure yet. Regardless, middle of this year is probably still about right for release, since creatures are moving faster than I expected (touch wood). UI is coming to an end, though, so I'll be fully focusing on creatures in the not-too-distant future.
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Nighthawk

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #358 on: February 09, 2012, 09:22:22 pm »

If you get a forum going, I'm sure plenty of people would LOVE to make recommendations on creatures that you should add to the game.
And even if you don't, we here at Bay12 will be more than happy to do so.  :D
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #359 on: February 12, 2012, 07:10:12 am »

If you get a forum going, I'm sure plenty of people would LOVE to make recommendations on creatures that you should add to the game.
And even if you don't, we here at Bay12 will be more than happy to do so.  :D

Cool! I think IndieDB provides its own forum function, so depending how hard it is to produce my own, I might get one going over there instead. Regardless, it won't happen until the first alpha is released, but I think I'm definitely going to put up some kind of forum feature around then :)
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