• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Ultima Ratio Regum - The most ambitious roguelike since Dwarf Fortress

http://www.ultimaratioregum.co.uk/

I discovered this game last year, and it's been an impressive project to follow. Its development began in 2011, and it's planned to be a decade-long project, all by one man

An alpha is available to download on the site

A roguelike game inspired by the literature of Jorge Borges, Umberto Eco & Neal Stephenson, and the games Europa Universalis and Dark Souls.

Ultima Ratio Regum (“the last argument of kings”) is a ten-year project, the first three and a half years of which were completed during my doctoral research. It’s a game which aims to integrate thematic content on historiography, philosophical idealism and the rise of modernist grand narratives, with the deep, complex and challenging gameplay one expects from a “classic” roguelike (and, of course, an ANSI display and permadeath).

Set approximately around the Scientific Revolution, the player is tasked with discovering a conspiracy via identifying procedurally-generated clues hidden throughout the world’s cultures, religions and societies; the game features extensive procedural generation of everything from tombs and religious altars to (in the future) paintings and sculptures, any or all of which may contain the clues required in a given playthrough.

Having largely concluded the four-year “worldbuilding” portion of the game’s development, the goal for 2015-2016 is to finish and release the first version with significant gameplay content (summer 2016).


___________________________________________________________________________


Here's a generated world. Civilizations will have thousands of years of history and their own religions, which have their symbols and gods and rituals and means of worships and rules and festivals.

Closer, a zoomed-in view of a city, which can support up to 300,000 NPCs ranging from slums and graveyards to churches and monasteries to castles and everything in between. Cities are divided into districts which up to 1,000 buildings in each district (Docks, Markets, Pubs, Gambling Halls, Noble houses, Guilds, Jails, Apothecaries, Hospitals, Barracks, Blacksmiths, Cathedrals, Libraries, Universities, Courts, Temples, Altars, and more)
New-World.png
A-City.png

Closer, a castle in a city.

Closer still, street level is in the vein of ASCII-style roguelikes like Dwarf Fortress. And closer still, an individual NPC. And closer still, area of the world have different "genetics" that deem skin tone and hair/eye color

Everything in the game is generated, from individual garments of all types to prayer mats and coat of arms for important families

Combat will be rare but the combat mechanics are as detailed everything else. This blog post talks about weapons types (over 200,000 weapons) and combat. Combat will not be simply bumping into enemies, but more complex and use the number keys for different attacks, stances, and actions.

The game will probably remind one of Game of Thrones. A world with no magic, with large families and lesser houses, vassals and lords, hunter-gatherer tribes and small towns, all interacting and having their own lives and schedules, nations with their own ingrained cultures and religions that can be spread across an entire country or confined to a small isolated area

Ultima Regio Regum will have a story to drive the player forward, a mystery and investigation. Rather than being focused on combat, progress revolves around learning about the world, gaining key knowledge to further your quest and safely travel through the nations and peoples of the world. For example, studying the contract list of a mercenary guild from a certain city to gain important knowledge about an individual

But the developer plans to go even deeper than that. A player may need to earn access to a restricted area or isolated nations. You can bribe someone for documents or perhaps accept a certain faith to be allowed in. But one would also be able to disguise and bluff their way, through wearing certain clothing or dying your hear or applying tattoos or through mentioning details and knowledge learning from your travels.

Damn.png
 
Funky, definitely will check it out.

You really need to get around to trying DF for actual comparisons though ;p
 
A glimpse at the dialogue system. Look at all those options at the bottom
Counter-questions are, as you might expect, questions that the person you’re talking to winds up asking you, which then lead to a variety of possible replies. So, for instance, they might ask you about YOUR religion, in which case you can be truthful or lie and so forth, and the same will then apply for a range of scenarios. Questions of this sort will be particularly relevant when trying to get past guards, for instance, or when trying to enter particularly restrictive or xenophobic or militaristic nations, and the like.

I think this will add a very strong extra layer into the conversation system and the ability for the player to “bluff” their way through certain areas, whilst also (like the above points) boosting the realism of the system by changing it away from a rather simpler question-and-answer system. Here’s an example of what counter-questions might look like based on some of the conversations from last week:
More on the dialogue here:
https://forums.tigsource.com/index.php?topic=22176.msg1274657#msg1274657

Question to ask in the "past life" category
JrNd0Rp.png
 
Borges is one of my favorite authors, so color me very intrigued.

Also, the level of world-building on display here is awe-inspiring.
 
Borges, Umberto Eco and Neal Stephenson?

3 checks. I'll definitely keep an eye on this. The conspiracy thing specially reminds me of Foucault's Pendulum.
 
http://www.ultimaratioregum.co.uk/game/2016/12/31/2016-in-review/

Dev did a 2016 post-mortem discussing the game's progress during the year
- Finished generating all the clothing styles...everyone you encounter in the game world from any kind of culture, or religion, is now guaranteed to wear an appropriate set of garments, which vary according to feudal nations, nomadic nations, tribal nations, and religious hierarchies
- Finished all the AI and pathfinding and scheduling required for 0.8
- Developed name generation which varies massively from nation to nation, ensuring the people of every culture have their own distinctive practices for naming which are intricately tied to their geography, their history, and so forth
- Developed 80%+ of the conversation system, both in a technical sense and in the sense of sketching out the future elements I want to add to it, and figuring out how the overall flow of the conversations are going to work.

A lengthy devlog post about Greetings, Farewells, Compliments, Insults, Threats, and Thanks
https://forums.tigsource.com/index.php?topic=22176.msg1305800#msg1305800
Greeting6.png


2017 plans
Firstly, and most obviously, finally finish 0.8 and get it released. This is the absolute priority, and one of my main overall life priorities in January and February of 2017. The massive glut of academic work has subsided, I’m in a far better place in many ways than I was in the Sep-Oct-Nov area of 2016, and in these last two weeks of 2016 I’ve already made substantial progress towards getting 0.8 out. My intention is to have speech finished in January, and then return in February to smooth everything out, fix bugs, and get it released in early March.

After that, 0.9 will be a very small release that will only – truly, truly only – add some more NPCs and some more conversation options and systems, and nothing else, and then release. I’m never again going to do a release even a fraction as large as this one, and feel free to hold me to that, internet friends.
 
Finally caught up on the latest dev updates

This in particular sounds really intriguing
http://www.ultimaratioregum.co.uk/game/2017/03/28/where-are-you-from/
I’ve now started developing the system by which NPCs will make judgements about you, the player, and where you come from. There are five elements to this: your clothing, your jewellery (meaning what rings and necklaces you are wearing, if any), your skin tone, your facial appearance (scarification, tattoos, headscarves, turbans, that sort of thing), and how you talk.

http://www.ultimaratioregum.co.uk/g...ional-relations-geography-pcg-alcohol-relics/
International Relations

As noted above, the game now generates appropriate relationships between each nation in the game, whether feudal, tribal, or nomadic. In essence, the game looks over the ideologies of each nation, and looks at where they match, and where they clash.

In some cases a pair of ideologies could be seen as a match or a clash; for instance, two monarchies might get on well because they have the same system of leadership, maybe the families are related, and so forth; or they might hate each other and have a rivalry between their ruling families. In these cases the game chooses at random whether these are “good” commonalities or “rivalry” commonalities. Equally, some shared ideologies will always cause conflict – two theocracies or two especially religiously zealous nations which do not share religions are never going to get on, and likewise two imperialist nations – whilst others will always generate friendship, such as a shared commitment to religious tolerance, or a shared appreciation of gladiatorial combat.

Then, in turn, various religious beliefs, geographical distributions, and so forth, further affect matters. These are then categorised into nations that are close allies, friendly, neutral, disliked, or firm enemies; these five categorisations then affect speech, whilst the more specific like/dislike values will play into other elements later on.

http://www.ultimaratioregum.co.uk/game/2017/02/21/laws-political-parties-list-questions/
Violence Laws

The game now generates a full set of laws for violence in each nation. These are not done in quite the same way as the other two sets of laws. Whereas “religion” and “trade” have a set number of values and each value always create a law in every nation, not all nations will even have some of the violence laws. It depends on the ideologies of the nation in question, and what they consider to be a meaningful violent event, and how severe they think it is. The game selects a set of laws, ranks them, and then distributes punishments according to the ranking of the crime, not the crime itself. Here is the sequence by which the game selects laws for violent acts, where the ones that a nation cares about the most come first, and the less important ones come later.

Violence.png
 
I have total respect for people who get this and love it, i likely wont be that person though. The world that was built sounds cool as shit though
 
Top Bottom