Author Topic: Ultima Ratio Regum - a 'strategy roguelike' in the making...  (Read 34038 times)

UltimaRatioRegum

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getter77

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #31 on: October 09, 2012, 01:30:07 AM »
A good surface setting---still allows for the unusual and extraordinary to be present, but in a more "realistic" context a ways down the line.  Not to say a magic system and the like as you've ruled that out at this junction and so on, but moreso the unexpected and the unexplained that could spiral out of control into questionable territory---or resolve logically to be mundane.

Things like, in a Roguelike world context, in but one example:

http://en.wikipedia.org/wiki/Oak_Island
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UltimaRatioRegum

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #32 on: October 09, 2012, 11:54:42 PM »
Spooky that you mention Oak Island; I was looking at it only a few weeks ago. I'd really like to have 'mysteries' like that generated, and I think it's an era that, as you say, would lend itself really well to it! Some of the mysteries would indeed contain treasure or interesting things, some would contain nothing, and some might be left partly unexplained...

getter77

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #33 on: October 10, 2012, 01:44:39 AM »
Yep, similarly I'd recommend esoteric minorities/cultures within the mix to add to it comparably on the social and governance side as opposed to just geographic things.

One good example that even I only semi-recently even came to lightly hear about:

http://en.wikipedia.org/wiki/Druze
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UltimaRatioRegum

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #34 on: October 14, 2012, 11:53:37 AM »
Yep, similarly I'd recommend esoteric minorities/cultures within the mix to add to it comparably on the social and governance side as opposed to just geographic things.

One good example that even I only semi-recently even came to lightly hear about:

http://en.wikipedia.org/wiki/Druze

Agreed (and interesting example) - I'd definitely like to have cultures that are nomadic, or move around often, or are found in a huge diaspora across the globe, or similar. This ties into something else, I think - I had actually been struggling for a while with the question of generating a world map the player can see before they choose a civ, but that then means they can see the whole world, and will know every civ there is! Whilst obviously history generation hasn't started yet, when it does, I intend to change things a little so that parts of the world are "unknown" and have "unknown" civilizations in them (e.g. Aztecs/Mayans/Inca from the perspective of Europe). You can only see the "known" parts of the world when the game starts, thereby giving lots of gameplay for those who want to explore etc.

getter77

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #35 on: October 14, 2012, 12:14:11 PM »
Solid plan.
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UltimaRatioRegum

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #36 on: October 15, 2012, 01:18:47 PM »
Excellent :).

Meanwhile, more skills, and - I think - a much needed "key" system to give you a bit of info about the skill you're looking at:

http://www.ultimaratioregum.co.uk/game/2012/10/15/medieval-skill-trees-3/

requerent

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #37 on: October 15, 2012, 02:31:25 PM »
How are you going to balance combat and non combat abilities? I noticed you have climbing as an available skill, does climbing improve your chances to succeed or improve your rate of success? What are the penalties for failing a climb-check?

I like the idea of a fast-climber being able to skirmish enemies in an effective manner, but for that to work a lot of care has to be put into how every skill interacts with each other. Otherwise you end up with a lot of junk skills that it takes the player a LOT of playing to evaluate their usefulness.

I suspect you're opposed to players having bad character development choices (though in any skill-tree system they will emerge in unexpected ways)- what sort of thoughts do you have to making such a large variety of skills useful?

Great stuff so far.

UltimaRatioRegum

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #38 on: October 17, 2012, 11:11:42 PM »
How are you going to balance combat and non combat abilities? I noticed you have climbing as an available skill, does climbing improve your chances to succeed or improve your rate of success? What are the penalties for failing a climb-check?

I like the idea of a fast-climber being able to skirmish enemies in an effective manner, but for that to work a lot of care has to be put into how every skill interacts with each other. Otherwise you end up with a lot of junk skills that it takes the player a LOT of playing to evaluate their usefulness.

I suspect you're opposed to players having bad character development choices (though in any skill-tree system they will emerge in unexpected ways)- what sort of thoughts do you have to making such a large variety of skills useful?

Great stuff so far.

Balancing will come about as I implement both the specifics of combat, and the specifics of everything else. Non-combat abilities will gain you exp from trades, deals, "achievements" (like mastering a language), diplomacy, discoveries, and other things (for instance, you might gain experience for each floor of an ancient ruin explored). These will be balanced against combat in terms of how easily the player can level up as that class, though naturally each class' specialty will make it much more suited to leveling in a particular way.

Currently, each step you climb has a chance of failure; the climbing skill reduces that. The longer you climb for without a break also increases your chance of failure each time, but only very slightly. If you fail, you fall! I may add a little meter which gives you the chance of success with each subsequent step, AND - in the future - I'd like to expand that you having different kinds of terrain having different success/fail chances, as well as different moves (so maybe climbing up is easier/harder than down?) and making it a more informed choice..

Agreed re: useless skills; that's actually a slight concern about the armor tree. I might end up replacing it with something else more interesting. It's proving difficult to come up with *interesting* skills for it. Anyway, I am content to ruthlessly prune any useless skills in the future.

I suppose - though it is hard to know how to quantify and implement this - that I would like a lot of the skills to not function on their own, but to potentially function in tandem with a large number of potential other skills. For example, a Navigation skill boosts ship-to-ship combat (i.e. in person, not via guns) and a Leadership skill boosts hand-to-hand combat (and a Leadership Trait boosts sword damage), so if you took those and then equipped the crew of your ship with swords, they'd be especially effective!

Lastly, thanks a lot :). It's great to know people think so.