Author Topic: Ultima Ratio Regum (0.8 back in development!)  (Read 65420 times)

Krice

  • Troll
  • Chancellor
  • *****
  • Posts: 2231
    • View Profile
    • Email
Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« Reply #285 on: April 11, 2018, 06:40:50 AM »
Is that book interesting or is it boring? It's on adlibris (also in finnish version of the site) but it wasn't available yet.

Krice

  • Troll
  • Chancellor
  • *****
  • Posts: 2231
    • View Profile
    • Email
Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« Reply #286 on: January 15, 2019, 10:38:15 AM »
The development has stopped at 0.8 I guess. You know what, this is what I suspected from the style of game and lack of gameplay. This is a typical case of engine/world generation scheme first and then not knowing how to create the actual gameplay or it more or less sucks. I myself am not better in this, in a way Kaduria was in this state for a long time and you surely can focus too much on world generation etc. and forget that it should be a game above all.

UltimaRatioRegum

  • High Priest
  • ****
  • Posts: 311
  • Username says it all, really.
    • View Profile
    • Ultima Ratio Regum
    • Email
Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« Reply #287 on: January 26, 2019, 09:37:04 AM »
Hello everyone! Long time no see.

Firstly, 0.8 is back in development, finally, and things are being finished off now! Just some tweaks to go until it's ready to release; been putting in consistent coding hours regularly for the past month or two, really "back into it", and things are coming together. I'll have more to say on this soon.

In other news, my book is out, where I talk about lots of PCG stuff! You can read about it here...

https://www.markrjohnsongames.com/2019/01/23/the-unpredictability-of-gameplay-is-out/



...including a sample chapter. It would be awesome to get any thoughts on this! A big URRpdate is coming next month, and I'll be back with that in a couple weeks :). Hope everyone is otherwise doing well!

Krice

  • Troll
  • Chancellor
  • *****
  • Posts: 2231
    • View Profile
    • Email
Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« Reply #288 on: January 26, 2019, 01:22:30 PM »
A big URRpdate is coming next month

So the development didn't stop?

About that book.. I found it from Adlibris, but strangely the e-version is 104€ and physical book is 79€. Eh? That has to be some kind of error? Anyway both are too expensive.

UltimaRatioRegum

  • High Priest
  • ****
  • Posts: 311
  • Username says it all, really.
    • View Profile
    • Ultima Ratio Regum
    • Email
Re: Ultima Ratio Regum (0.8 back in development!)
« Reply #289 on: February 12, 2019, 09:34:49 PM »
It is with immense pleasure that this month’s blog entry is going to be a long and pretty thorough update on what I’ve programmed into URR in the last little while. As many of you readers will know, the latest version – 0.8 – has been about 90% done for over a year, until I restarted development, slowly, a month or two ago. It is now sitting at somewhere around 95% or so, I would say, although I have also reduced the scope of the remaining 10%, so that I can just get it released as soon as possible – if there is a 0.9, I’ll return and fill in the blanks then with a much smaller release.

Nevertheless, here’s a rough log of the things I’ve done since resuming development, quietly, slowly, in the background:

– Names of artworks now generate, and NPCs can talk about them.
– Names of books and poetry now generate, and NPCs can talk about them.
– Names of relics now generate, and NPCS can talk about them.
– Everyone can name and talk about the rulers of their nations.
– Friendly NPCs will warn you to be wary when asking potentially sensitive questions.
– Rulers have appropriate titles and sets of roles and responsibilities.
– Asking a soldier or officer about their job no longer results in a crash.
– Removed the ability for the player character to change dialect; if implemented, this will be a 0.9 feature.
– Monks and abbots can tell you about the history of their monasteries and what they produce.
– NPCs can tell you appropriately about their past, their upbringing, etc.
– Servants and slaves correctly discuss whoever they serve.
– Officers tell you about their histories and how they were promoted.
– Shopkeepers will tell you what they have in stock (for, er, once they have items in stock!).
– Removed the possibility of NPCs recommending you talk to someone else (i.e. an expert on the topic you’ve asked about) instead of them; again, if implemented, that’ll be 0.9.
– The mood of NPCs talking to you declines more slowly than before, even if you ask them daft things.
– NPCs can talk about their current and past jobs, and their backgrounds and origins.
– Guards will tell you about what they guard, who they guard it for, who is allowed in, and so forth.
– Mercenaries will give you ample information about their skills and abilities if asked.
– Relevant NPCs have lots of information about their religions, holy books, festivals, and so forth.
– Military figures will tell you about their armed forces (if appropriate).
– Mercenaries, military figures and other relevant NPCs can tell you about weapons, armour, how their people fight, etc.
– NPCs can talk about travel, where they’ve visited, where they were born, where they grew up, etc.
– Farmers can tell you about farming (which, I’m sure we’ll all agree, is absolutely vital).
– Innkeepers and jailers tell you about their jobs and the histories of their taverns or jails.
– Various titles for rulers and religious leaders and the like are handled correctly whenever an NPC needs to talk about them.
– Prisoners will tell you all about their crimes (which they may well insist they didn’t commit, of course), when they were imprisoned, and when they will get out.
– NPCs can tell you about the plants and animals found in their areas, and what plants/animals (if any) might be sacred to their people.
– Handled a number of broad answers for big questions, which now serve as placeholders until more detail can be added.
– Checked that a number of bugs relating to speech patterns have been fixed.
– Added a lot of new information about civilizations and religions that NPCs can talk about, mainly preferences for/against certain things.







Where does this leave us? Well, the conversation system is more complete than ever, and more bugs have been fixed. As before, I’m now not giving deadlines or anything, but the 0.8 version of this mad sprawling worldbuilder is finally on its way in the not-too-distant future. More soon!

UltimaRatioRegum

  • High Priest
  • ****
  • Posts: 311
  • Username says it all, really.
    • View Profile
    • Ultima Ratio Regum
    • Email
Re: Ultima Ratio Regum (0.8 back in development!)
« Reply #290 on: April 12, 2019, 05:42:09 PM »
More URR progress! I am now down to the final two things before URR 0.8’s release, which are 1) check every line of dialogue as comprehensively as I can, and 2) deal with some strange issues regarding game speed and optimisation which are bothering me. In the mean time, though, the fact we’re now at that point is because I’ve managed to get done all of the following:

– Fixed an issue with leaders failing to generate correctly at night; leaders of civilisations temporarily disabled.
– Fixed a number of issues with synonyms for words in certain dialects producing some very strange linguistic outcomes.
– Fixed some word variables not correctly being replaced with the right words or phrases because of where in the code those particular sentence are generated.
– You now cannot talk to NPCs when asleep; if 0.9 happens I will likely implement a simple process for waking NPCs, but angering them in the process.
– NPCs who have special things you can do with them, besides talking, such as smithing (with a blacksmith) or worshipping (with a priest), no longer crash the game when you select them.
– Guards and soldiers and the like now spawn with armour (although the armour has no pictures – again, if 0.9 happens, that will be a priority).
– A few issues with farmhouses are now fixed.
– NPCs of a certain sort – who are finite in number, but not always important enough to be generated when the world is, such as some priests, some monks, most prisoners – no longer display a range of bugs when they are “normal” rather than “special” versions of those NPCs.
– Fixed (I think) issues with some buildings in tribal societies, and also hospitals in military districts should also now be issue-free.
– The guidebook has been updated with a number of new entries for this new release detailing language, speech, and so forth.
– NPCs can now properly end conversations when they say they’re ending the conversation, instead of just saying they’re done talking, and then continuing to talk by just repeatedly saying they don’t want to talk.
– Fixed a wide range of issues and minor bugs with language generation, grammatical structure, the correct “calling” of other pieces of information, and so forth.
– Resolved a bug where certain kinds of religions didn’t generate backgrounds for their holy books, and then relevant NPCs asked about those books caused a crash when they couldn’t work out what to say.
– Fixed an issue with certain kinds of NPCs spawned in rare circumstances not being able to respond to the “What was your previous job?” question.
– Some guidebook entries no longer display incorrectly in rare circumstances.
– Certain name generation techniques no longer (I think) mix up the genders of the characters they are trying to produce names for.
– Many more questions can now be answered completely, and a handful of others have been given acceptable placeholder responses for the time being.
– NPCs are now generally more willing to talk to you, as until now this was definitely balanced too much in favour of NPCs keeping information private.
– A couple of rare world generation issues have been fixed, primarily involving the creation of names for things like relics (primarily), artworks, books, and the like.
– Fixed issues involving guard schedules within military districts, and the guards not knowing where to go or what to do.
– All ranks of soldiers are now much better at telling you what they actually do.
– Some ranks of soldiers (and some wandering soldiers in cities) didn’t have the “Soldiering” conversation option; this has been fixed.
– Resolved issues with armour for NPCs from nomadic civilizations.
– Fixed a problem with substituting certain words in certain conversation responses if the word was followed by punctuation marks, specifically “!”, “,”, “.”, and “;”.
– Fixed a major and long-term bug involving too many servants or slaves trying to spawn into a mansion if you first set foot in the building at night when everyone is sleeping.
– Clerks and diplomats in embassies now correctly have appropriate old jobs to talk about.
– You can no longer force someone into talking to you again after they end the conversation – they will instead now ignore you.
– Asking people about nearby nomadic or tribal civilisations no longer just involves them telling you about nearby feudal societies…
– Fixed an issue with entering parliamentary buildings sometimes causing clerks to spawn off the map, and therefore have no way to path, and consequently result in a crash.
– Many more linguistic fixes.
– Characters can now accurately tell you what embassies from other nations, if any, are nearby.
– Solved a gigantic bug which took me a long time to figure out, where sometimes there weren’t enough guards being able to spawn in castles. It took many hours to trace it back, but it turned out the game was registering a passing guard outside of the castle as being one of the castle’s guards (incorrectly), and then that cascaded through the rest of the code to tell the castle to spawn fewer guards than it should, and then some places were not being filled up, and so the game collapsed. This was probably the hardest bug to find since resuming development – and had a guard not been passing through the castle district while I was testing other, completely unrelated things, I would never have even known this one existed!










UltimaRatioRegum

  • High Priest
  • ****
  • Posts: 311
  • Username says it all, really.
    • View Profile
    • Ultima Ratio Regum
    • Email
Re: Ultima Ratio Regum (0.8 back in development!)
« Reply #291 on: April 17, 2019, 05:40:52 PM »
Continuing to chop down the list of URR stuff to be checked before 0.8’s release! Here’s what has happened in the last couple of weeks:

– Resolved some strange issues with churches, especially if you approach them at night. Priests weren’t sure where to spawn or where to sleep, and random worshippers kept appearing off the map and finding no way to path in to the map, rather than being where they should be. I’m not entirely sure what the cause was – and, indeed, I feel this was working fine a while ago – but these strange behaviours have all now been fixed.
– Fixed a number of conversation options not working correctly when talking to nomadic speakers.
– Fixed a number of conversation options not working correctly when talking to speakers from tribal civilisations.
– Merchants were not always spawning correctly in their shops in town; this has been fixed.
– Merchants also could not always describe to the player what kind of product they sold – the problem was different for merchants in cities, towns, and fortresses, but all three kinds can now correctly tell you about their wares.
– When you insult or compliment someone several times, they no longer say you “asked me that” several times, but instead say “you told me that” (or some close equivalent).
– Asking about laws on violence has distinctive answers now for nomadic and hunter-gatherer civilisations, with particular kinds of concerns and laws relevant to them.
– Asking about laws on trade has different outcomes for nomadic and tribal civilisations.
– Asking about laws on religion has different outcomes for nomadic and tribal civilisations.
– Helmets do not appear correctly when you select someone who is wearing a helmet (no picture yet, but relevant text).
– Tribal people respond correctly to questions about money; all peoples respond correctly to religious questions, especially if they don’t have a specific religious belief; and NPCs correctly state when they aren’t wearing a necklace, rather than trying to tell the player about a necklace that doesn’t actually exist.
– Starting to ask an NPC stuff before saying hello will get them to say something like “Oh, hello there”, or “Oh, good morning”, before they give you the full response.
– All guards (there are at least twenty sorts of places a guard might guard) definitely now correctly talk about their respective charges correctly.
– Fixed obscure bug with some feudal NPCs being unable to remember the correct punishment for certain religious crimes.
– Resolved an equally obscure bug where game would sometimes choose “Monastery” as the word to describe the church of a certain culture (a la “Church”, or “Pagoda”, or “Priory”, etc), thereby potentially generating confusion with actual monasteries.
– Farmers no longer sometimes possess access to teleporters when they really, really, want to get to bed quickly.
– Fixed a number of issues with random NPCs in buildings (other than religious buildings) sometimes spawning at -1,-1, and therefore being unable to path or do anything.
– Fixed a problem with some church generation algorithms which didn’t produce interiors containing sufficient options for NPCs to always work out where to go.
– Improved the generation of insults, greetings, farewell and compliments by removing a number of weird grammatical mistakes (still more to do here).
– Fixed a strange bug where unseen NPCs very very rarely fail to complete their scheduled tasks at the right time in another part of the world map and instead crash the game – this is another where I don’t understand the cause, but it has definitely been resolved.

So, the list continues to shrink, and I’m now basically just checking out schedules and fixing bugs in the conversation system. I must say, though, that it is a little dispiriting that I keep encountering new bugs while trying to fix the old ones, but I take a lot of reassurance from the fact that the speech system has gone from “almost every possible question might lead to the game crashing” (a month ago) to “no question causes a crash, and just a handful of questions are still a bit inaccurate or strange in their responses” (now). Progress is continuing to happen at a pace I’m very comfortable and very pleased with, and I should have more to show in, again, some time later in April. I’ve been travelling a ton for work lately (week back in the UK, week in Sydney, and soon another week travelling in Canada), which has stretched this update out a little, but things are still moving at a nice speed. Thank you all for reading, and see you all soon!