Author Topic: Ultima Ratio Regum - a 'strategy roguelike' in the making...  (Read 34052 times)

getter77

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #15 on: August 07, 2012, 11:46:04 AM »
I once had a site that tried to roughly catalog these as such....essentially SRPGS with various deeper trappings.....but for the life of me I can't find it in my bookmarks anymore.

Off the top, there HAS to be good general ides to lift from Romance of the 3 Kingdoms series, the Generation of Chaos series on the whole, or at least Spectral Souls: Resurrection of the Ethereal Empire also listed on the page.  http://en.wikipedia.org/wiki/Generation_of_Chaos    In a sense it is only fitting that a "grandly" scoped game would seek out nifty bits the world of games and such over, as opposed to a singular sphere as it usually the case.
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UltimaRatioRegum

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #16 on: August 20, 2012, 10:10:44 AM »
Interesting - I'll give them a look. I'm definitely interested in including little interesting things that aren't necessarily mainstream roguelike (like all the civilization/policy choices) but that would fit nicely into the game. Similarly, I'm going to find some kind of middle ground between total open-world and specific generated areas, but I'm not quite sure about the balance yet...

getter77

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #17 on: August 20, 2012, 12:21:37 PM »
Well, of course there's Dominions III and Conquest of Elysium II, though with the former I'd imagine that's where you got the "Ages" mechanic from as that was one of the core things they did.
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UltimaRatioRegum

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #18 on: August 20, 2012, 04:51:40 PM »
Well, of course there's Dominions III and Conquest of Elysium II, though with the former I'd imagine that's where you got the "Ages" mechanic from as that was one of the core things they did.

To my embarrassment, I've never played either! How did they do Ages? Wasn't where I got it from, anyway - I just felt there were mechanics that would be fun to explore that didn't all fit in the same era, and thus the solution was multiple eras.

In the mean time: skill trees!

http://www.ultimaratioregum.co.uk/game/2012/08/20/skill-trees-part-i/


getter77

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #19 on: August 20, 2012, 06:40:43 PM »
Ages in Dominions III is complicated and all-encompassing---really you'll just have to dig into some wikis and/or get the game to fully see how it goes.  Types of Magic, Pantheon at play, Civilization styles, Nations, Conventions of Warfare, etc---it is a hallmark of the game.  Also, my memory sucks, it was Elysium III, the new one.

http://www.shrapnelgames.com/Illwinter/DOM3/DOM3_page.html

On topic:  Nifty doings on the skill trees----versatility is key on those as opposed to railroading.  Most games force a start at a certain place as opposed to letting you get to it in whatever increasing order you choose and it just sucks a lot of the variety out.
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UltimaRatioRegum

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #20 on: September 03, 2012, 11:51:59 PM »
Ages in Dominions III is complicated and all-encompassing---really you'll just have to dig into some wikis and/or get the game to fully see how it goes.  Types of Magic, Pantheon at play, Civilization styles, Nations, Conventions of Warfare, etc---it is a hallmark of the game.  Also, my memory sucks, it was Elysium III, the new one.

http://www.shrapnelgames.com/Illwinter/DOM3/DOM3_page.html

On topic:  Nifty doings on the skill trees----versatility is key on those as opposed to railroading.  Most games force a start at a certain place as opposed to letting you get to it in whatever increasing order you choose and it just sucks a lot of the variety out.

I am entirely rushed off my feet at the moment, but once I get a spare day I'm going to do some serious research into these games, as well as a far others other people have suggested; it all sounds very interesting. On skill trees, I totally agree; in URR you have to start at the centre of each skill tree, but nothing else is determined apart from that. Similarly, the cost of skills only goes up per tree, not as a whole, so at any point you can start a new skill tree and get moving on it - I wanted to avoid games where gaining skills really slows down towards the end, and your ability to change your style of play lessens. There WILL be a limit on how many trees can be active at a given time, though, but I think I will allow you to disable/enable trees and thereby switch around which ones you have active, as that strikes me as an interesting mechanics that wouldn't limit the player's style changing through-out a game. There are 12 trees per era; at a rough guess, you might be able to have six active at any one time, with a turn-timer delay from the last time you changed them (say, you can switch one tree to another every 500 turns, or whatever).

MEANWHILE, a new blog entry! With lots of words, and no pictures. The next entry, however, will have lots of pictures and few words. Such is life. http://www.ultimaratioregum.co.uk/game/2012/09/04/pretentious-gaming-talk-i/
« Last Edit: September 03, 2012, 11:54:12 PM by UltimaRatioRegum »

UltimaRatioRegum

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #21 on: September 18, 2012, 12:05:06 AM »
Four skill trees! There have been some changes to some of the trees - I think each of the four directions now offer interesting decisions in themselves, though I am still undecided about how special attack requirements work out. I'm really happy with how they now look, and feedback would be awesome:



http://www.ultimaratioregum.co.uk/game/2012/09/18/medieval-skill-trees-13/

getter77

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #22 on: September 18, 2012, 12:26:11 AM »
Hmm, seems solid, though somehow I was half expecting something, er, Gource-ish perhaps in terms of literally shaping a personal tree of sorts:

http://code.google.com/p/gource/

Diagonals/cross supplemental doings might well also make sense, but I guess the whole of it will gel moreso once all the given skills for an age can be viewed on the whole from a step back.
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UltimaRatioRegum

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #23 on: September 24, 2012, 03:27:58 PM »
Hmm, seems solid, though somehow I was half expecting something, er, Gource-ish perhaps in terms of literally shaping a personal tree of sorts:

http://code.google.com/p/gource/

Diagonals/cross supplemental doings might well also make sense, but I guess the whole of it will gel moreso once all the given skills for an age can be viewed on the whole from a step back.

It's interesting that you link to something like that. The Sphere Grids from final fantasy - e.g. http://uk.faqs.ign.com/articles/387/387769p1.html - were an inspiration, and what you linked to looks very similar. The thing is, whilst I want an interesting skill system I don't want it to be the focus, and since there's no magic, AND since all the skills are 'realistic' ones - by which I mean, you can improve the quality of your armor, but there are no Skyrim-esque skills to make your armor somehow lighter - I decided against something of quite that size. I mean, the trees I've got now have a huge number of skills in them - I've just uploaded this week's blog entry with another 4 at http://www.ultimaratioregum.co.uk/game/2012/09/24/medieval-skill-trees-23/ - and I think the combination is easily starting to reach that size. Especially as there are three eras, too! I think you're totally right though, they'll need to be viewed as a group, something which should be doable next week.
 

getter77

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #24 on: September 24, 2012, 09:26:06 PM »
Good stuff.

Hmm, given the setting, perhaps the "ultimate orientation" could be fashioned not so much in the spirit of a "tree" or web but rather as something of a coat of arms/crest?   Doubly so if there ends up being any descendents or continuity running through the ages per se.
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UltimaRatioRegum

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #25 on: October 02, 2012, 12:32:10 AM »
Good stuff.

Hmm, given the setting, perhaps the "ultimate orientation" could be fashioned not so much in the spirit of a "tree" or web but rather as something of a coat of arms/crest?   Doubly so if there ends up being any descendents or continuity running through the ages per se.

That... is a neat idea. I had actually been intending to have the game generate crests/coats of arms/similar, but I hadn't concerned 'family continuity' as it were. Hmm. I shall have to ponder that one...

getter77

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #26 on: October 03, 2012, 12:17:07 PM »
Thinking further on the ages:  Will you eventually aspire to eschew the traditional flat implementation of such by also allowing for the pivotal timeframes "between" eras  where the rise and fall can actually be experience and influenced as opposed to just being a postscript taken for granted as a matter of due course?
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UltimaRatioRegum

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #27 on: October 03, 2012, 11:16:37 PM »
Thinking further on the ages:  Will you eventually aspire to eschew the traditional flat implementation of such by also allowing for the pivotal timeframes "between" eras  where the rise and fall can actually be experience and influenced as opposed to just being a postscript taken for granted as a matter of due course?


Actually (and I recognize this is only a few days after the past post) I'm not sure how long the eras concept is going to survive for - I'm really rethinking it in favour of one era between what was planned to be era I and era II. The reasons for this yet-another-change will be in the blog entry in a week or so, but it's looking pretty definite I'm going to change to a single era. There's a whole bunch of reasons, both pragmatic and gameplay-related, but the three eras are long gone. However, the era we have will now just have EVERY feature I've dreamed up, rather than merely a third. Success! The era is broadly medieval, but just a little bit later. Again, details to come. All the existing skill trees and stuff will say the same, but with a couple of small extras...

Although ( to answer your question) I might let you influence historical events in worldgen one day, but I don't think it's likely. I want the player to be surprised by the variety in the generations.

getter77

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #28 on: October 04, 2012, 12:02:58 AM »
Heh, whatever works----with each release for a good while to come I reckon there will be various things that don't stick or gel and get dusted off for the better ideas to have a spot.   ;)
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UltimaRatioRegum

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Re: Ultima Ratio Regum - a 'strategy roguelike' in the making...
« Reply #29 on: October 04, 2012, 10:10:41 AM »
Heh, whatever works----with each release for a good while to come I reckon there will be various things that don't stick or gel and get dusted off for the better ideas to have a spot.   ;)

I would be lying if I didn't think that was incredibly likely!