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Author Topic: Dwarf Fortress meets The Outer Wilds? "Ultima Ratio Regum", v0.10.1 out Feb 2023  (Read 598431 times)

Leatra

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #885 on: September 22, 2012, 01:55:55 pm »

Glad to see this is game is developing well. The first version has bags of potential!
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #886 on: September 22, 2012, 09:22:06 pm »

Glad to see this is game is developing well. The first version has bags of potential!

Thanks Leatra! 0.2.0 is looking so much better than 0.1.0, but I'm still glad I released the first version when I did to get the feedback and help me see what directions I wanted to take. 0.2.0 should be just far more... complete, I think the word is... than 0.1.0 ever was. No random weapon spawning, no obtuse combat, logical world generation/character generation screens...

As of about 5 minutes ago (it is 3:21 am here) I have completed all the thesis work I have to hand in, thus after a few days' break, I'm going to start properly working on 0.2.0!
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Ultima Ratio Regum

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Leatra

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #888 on: September 24, 2012, 11:14:41 am »

Grappling hooks? Nice.

So, what will be the last tree about?
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #889 on: September 24, 2012, 05:41:37 pm »

Grappling hooks? Nice.

So, what will be the last tree about?

Glad you approve :). The last tree is going to be a Linguistics one, though the specific mechanics are still being worked out now.

I just realised: that appears to be like some sort of ascii mario world!

Ha, yes! For my next project, an ASCII Mario remake...
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Devling

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #890 on: September 25, 2012, 12:02:41 am »

This is shaping up nicely...
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #891 on: September 25, 2012, 12:42:02 pm »

This is shaping up nicely...

Glad to hear it :). It's very nice on my end to have the time to really get stuck into programming all the new stuff now; the secret feature-bloat I've hinted at for 0.2.0 is looking amazing, I've got almost all the skills planned out, and the changes I'm going to make to combat, too. I'm thinking about 'reducing' limbs a little - so, for instance, an arm has upper arm, lower arm, hand, and each can be damaged to various extents, broken, or severed. It's still more complex than just hitpoints in most roguelikes, but it's also simpler than it was, and the previous complexity wasn't really adding anything to gameplay.
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Devling

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #892 on: September 25, 2012, 06:44:38 pm »

This is shaping up nicely...

Glad to hear it :). It's very nice on my end to have the time to really get stuck into programming all the new stuff now; the secret feature-bloat I've hinted at for 0.2.0 is looking amazing, I've got almost all the skills planned out, and the changes I'm going to make to combat, too. I'm thinking about 'reducing' limbs a little - so, for instance, an arm has upper arm, lower arm, hand, and each can be damaged to various extents, broken, or severed. It's still more complex than just hitpoints in most roguelikes, but it's also simpler than it was, and the previous complexity wasn't really adding anything to gameplay.
When I played it I found it pretty annoying scrolling down to the same area of attack over and over again.
Maybe the selector when you hit someone could automatically start on the place you hit last.
If this is already in then I'm just stupid and disregard me.
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Leatra

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #893 on: September 25, 2012, 06:52:48 pm »

So, correct me if I'm wrong but I heard magic is out of the game plans now. Magic could work well for a game like this but I understand the setting of the game. I'm no expert but it sounds like magic would take a long time to implement which could be better spent creating the strategy part of the game. Are supernatural things like vampirism still in?
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #894 on: September 25, 2012, 07:39:08 pm »

When I played it I found it pretty annoying scrolling down to the same area of attack over and over again.
Maybe the selector when you hit someone could automatically start on the place you hit last.
If this is already in then I'm just stupid and disregard me.

It does indeed! register. I thought it had registered from the very first release, but maybe not. It definitely does now, though.

So, correct me if I'm wrong but I heard magic is out of the game plans now. Magic could work well for a game like this but I understand the setting of the game. I'm no expert but it sounds like magic would take a long time to implement which could be better spent creating the strategy part of the game. Are supernatural things like vampirism still in?

It is indeed long out; all supernatural elements are similarly out. I'm basically going for total realism in the world. However, I'm working on implementing things that would be in fantasy roguelikes in the first era. For instance, there will still be tombs, ruins, caves, whatever to explore, but their occupants will be natural/human, and their rewards will be... actually, I'll leave that for now. I have a neat idea on that one.
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Nighthawk

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #895 on: September 25, 2012, 09:23:52 pm »

New trees look good, I think I'll probably spend a crapton of points in stealth and become an assassin.

Speaking of which, will we be able to do that (in the long run, I mean)? It's cool being commander of a huge army, but what if you just feel like playing the role of the hired blade? Will the politics include people who want each other dead and are willing to get it done in an underhanded way?

And off of that, how is a character's reputation going to work? Will rumors spread when people notice certain actions? Would it be possible to have no-one know a thing about you provided you left no witnesses alive? Because in DF, you kill someone, the entire race knows through some kind of psychic aether and they get pissy with you. I hope it doesn't end up like that.
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #896 on: September 26, 2012, 07:42:24 am »

New trees look good, I think I'll probably spend a crapton of points in stealth and become an assassin.

Speaking of which, will we be able to do that (in the long run, I mean)? It's cool being commander of a huge army, but what if you just feel like playing the role of the hired blade? Will the politics include people who want each other dead and are willing to get it done in an underhanded way?

And off of that, how is a character's reputation going to work? Will rumors spread when people notice certain actions? Would it be possible to have no-one know a thing about you provided you left no witnesses alive? Because in DF, you kill someone, the entire race knows through some kind of psychic aether and they get pissy with you. I hope it doesn't end up like that.

Yes, absolutely; nothing forces you to engage with the high-level strategy aspects. I want to make sure if you aren't involved in politics, there will be a lot of 'trickle-down' engagement; assassination contracts, recruitment into armies, desires to open up trade routes to new locations, etc. An inspiration for this technique are the "City State Quests" in Civ V, except much more complex; civilizations will make it clear they are recruiting forces for a crusade, or disseminate through hidden channels they want someone killed, or will put out policy that makes it clear they want a trade link with another civ, and if *you* are the one to do this, the rewards should be great. This will be split into three categories - "Missions" are things given explicitly to you; "Desires" are things a civilization, group, bandit camp, whatever, would like done, but they don't mind who does it; and "Rumours" are general things like "You have heard artifact X is somewhere around Y", or "You have heard the King of Z may be nearing death", or whatever.

I'm not yet sure. If you kill someone without anyone seeing, it will certainly remain unknown. If someone views, they will carry that information back to civilization unless they killed, I think.
« Last Edit: September 26, 2012, 07:47:02 am by Ultima Ratio Regum »
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fred1248

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #897 on: September 26, 2012, 11:17:18 am »

Damn it, you are getting me hyped.
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How do you deliberately crutch a dwarf who seems to have no urge to go to the hospital and be diagnosed with "walklessness?"
Break his other leg.

Dutchling

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #898 on: September 26, 2012, 12:06:59 pm »

It is indeed long out; all supernatural elements are similarly out. I'm basically going for total realism in the world. However, I'm working on implementing things that would be in fantasy roguelikes in the first era. For instance, there will still be tombs, ruins, caves, whatever to explore, but their occupants will be natural/human, and their rewards will be... actually, I'll leave that for now. I have a neat idea on that one.

Awesome :D
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Leatra

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #899 on: September 26, 2012, 05:15:17 pm »

I'm going try to be an assassin too. I always wanted to do that in DF adventure mode but since everyone instantly knows what you did it's no fun.
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