Home Indie Game Ultima Ratio Regum, sprawling tradition worldbuilder (0.9 launched Dec 31 2021!)

Ultima Ratio Regum, sprawling tradition worldbuilder (0.9 launched Dec 31 2021!)

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Ultima Ratio Regum, sprawling tradition worldbuilder (0.9 launched Dec 31 2021!)

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Welcome again everybody!

Lots of recent developments once more, so let’s have a look:

Buying provides

When you enter or go away cities now you can top off on provides. These take 4 kinds – canteens, meals, water, and tools. Canteens, meals ration luggage and tools have generated photos whereas water is a barely extra summary picture. In the case of canteens, these are empty containers that may be crammed up with any liquid, and the participant begins off with a canteen full of ten items of water (which permits for ten days spent in desert). The photos are after all generated with round one million or so permutations I imagine – so hopefully you’ll by no means see the identical canteen, as they’re handmade in any case! – and are fairly costly gadgets, however they’ve a whole lot of worth for exploration so I feel that’s justified (once more, as increasingly more gameplay components are available by 0.10 and 0.11, all of this may want balancing afterward). Food is the one one that’s wanted within the on a regular basis for shifting round exterior of settlements (besides when on ships) and is consumed at a charge of 1 unit a day, and you purchase meals in blocks of ten; meals, like water and so forth, just isn’t wanted whenever you’re in settlements, however solely whenever you’re out within the wild. The picture used right here is an alteration of the graphics used for the gunpowder luggage, and I’m certain I’ll discover some extra worth for the “bag” picture archetype additional down the road. Water is purchased individually and can be utilized to refill canteens, and is once more pretty low cost, and required when exploring desert with a purpose to keep away from dehydration and sunstroke (see hopefully my subsequent replace for information on these kinds of illnesses and so on!). Finally, tools is the equal of water however for polar and mountainous areas, consumed at a charge of 1 per day, in any other case frostbite and hypothermia might be lurking simply across the nook. I don’t see many video games that mannequin attention-grabbing situations and diseases and I feel these will make for attention-grabbing strategic concerns (with some mild alterations from how these work in actual life), however that’s all to come back later. Finally, as a part of this the participant now additionally begins the sport with a provide of meals, and a canteen full of water, however not with any tools nor any further canteens.

Location discovery

As a part of what I mentioned final time – building-specific quick journey – I’ve additionally made modifications to how areas are recorded. In 0.9 merely setting foot right into a map tile would instantly inform you (on the world map) what was in it, i.e. getting into a market tile after which going into your world map would inform you exactly what outlets have been on that tile, even if you happen to (the participant character) had not but really seen them. This labored effective for some time as a foundation however given the brand new stuff I’ve carried out above about permitting you to fast-travel to particular buildings inside a map grid, it appeared to make sense to additionally return and make this effective quite extra finely-grained than it’s at current. To do that there’s now a system in place that, whereas rendering an outside space, takes notice of any doorways you occur to see after which appears over these doorways to see whether or not any of them are noteworthy doorways (i.e. they don’t simply belong to regular houses, for instance). If the sport finds a noteworthy door inside your line of sight on a specific flip, it then checks to see what that could be a door to (e.g. a store, a cathedral, no matter) after which checks whether or not or not that constructing has already been saved within the participant’s information of constructing. If it has then it does nothing, but when it hasn’t, then the sport provides it in and posts slightly message within the textual content log beneath alongside the traces of “You have discovered a new X”, after which you’ll then be capable of fast-travel again there subsequent time you might be on that map tile. URR due to this fact now retains monitor of each vital construction you discover, and when coupled with the above, this makes exploration – and shifting backwards and forwards – nearly ludicrously quicker than it as soon as was.

Image enhancements

I’ve improved a few the previous generated graphics within the recreation that simply weren’t as much as the present normal. Firstly, archery targets at the moment are appropriately shaded, which brings them slightly extra “up to date” with the standard of the opposite procedural graphics within the recreation; I’ve additionally optimised the picture code right here to make them generate / draw quicker, as they have been painfully sluggish. These are an especially uncommon factor to see within the recreation – although now that I’ve put within the time to enhance them like this, I’m definitely incentivized now to make them seem in a couple of extra locations! – however they now not stand out as a really poor graphic. Similarly, fountains have additionally now been considerably enhanced with a purpose to carry them consistent with the standard of the generated photos within the recreation. These are quite extra frequent so I feel this was much more time well-spent, because the participant (presently) begins in an upper-class housing district filled with fountains, and most of the most attention-grabbing areas of cities and the like have fountains. These weren’t vastly time-consuming issues, however I’m glad to have them executed; readers will keep in mind that within the 0.9 launch I redid the graphics for the world technology as a result of the unique graphics have been very outdated in comparison with the standard of visuals I’m making now, and it didn’t actually do for the very first thing the participant sees to be one thing so garbage! I’m unsure whether or not these meet my high quality requirements for the long-term, however for now updating these simply provides slightly little bit of polish and smooths off a tough nook remaining from the sport’s a lot earlier days.

Flavour messages

As additional a part of making navigation of the in-game world each simpler and extra attention-grabbing, I’ve taken a leaf from the e book of video games like NetHack and launched messages that seem whenever you enter a brand new space. Naturally in NetHack (and different video games that do comparable issues, like Spelunky and Noita) the concept is partly to warn the participant upfront of one thing arising in that space or acknowledge an uncommon procedural technology selection, whereas right here it’s partly about flavour, but additionally partly about letting the participant know {that a} specific factor could be current on this space which they could wish to pay attention to. At the second this takes two kinds. Firstly, an “introductory” message will now at all times seem whenever you enter a district of a metropolis, a city, a fortress, a settlement, and shortly on issues like mines, universities (see beneath), and so on. This offers you some flavour and also will level you in the direction of vital issues. For instance, upon getting into a decrease class district in a metropolis, it’d say – relying on the cultures / insurance policies of the world – one thing like…

“You enter the lower class housing district. As you watch the people in this area, you see items and goods often being traded from hand to hand. In the distance to the north-west you see a tall building with barred windows.” (A “barter” nation, and a jail with its location recognized)

“You enter the lower class housing district. A call to prayer is being sung out from the north-east, and to the south you hear the roar of a crowd.” (A location trace for a non secular constructing, and a location trace for an enviornment)

“You enter the low class housing district. You hear people talking about the outside world, and notice that their comments doesn’t quite match up with your ideas of lands beyond this one.” (An “isolationist” nation)

…and so forth. By my calculations there are a lot of a whole bunch of hundreds of those doable messages throughout totally different areas with totally different units of combos current, and simply from doing my very own playtesting around the globe these add an actual lot of texture and really feel to the world, and provides a way of better weight and consequence to every specific space the participant may go into. When coupled with the invention messages talked about above, the message log in URR is now much more full and much more energetic, and has issues always being instructed to the participant quite than simply an limitless sequence of “it is a new day!”, which might appear slightly bit foolish typically. I feel these are a very vital addition for, once more, rushing issues up, serving to the participant have a way of the place they could wish to go in that space, and likewise deepening this sense of the world being slightly extra alive and slightly extra energetic as you stroll round it.

The different type is what I’m calling “ambient” messages present up each x turns for the reason that final message has confirmed up, and take an identical kind to the above messages, providing you with data however on a a lot smaller scale. So, as an illustration, in a metropolis centre district you may see messages like…

“You hear nearby an argument between some clerks about taxation for the outer areas of the empire.”

“You see in the distance an individual wearing fine clothes, who seems to be an emissary of some other land.”

“You notice a fine ring on a local passerby, marking them out as a person of high rank.”

…and so forth. These once more rely upon the particular of every nation however are far much less normal than the primary form and don’t level to something particular, however give much more life to every space. I’ve written numerous these, together with permitting them to differ and alter relying on the particular place and context, and there’s additionally code in place to make it possible for they don’t repeat too quickly. Both of those methods are comparatively small additions, however I’m really actually proud of how they’ve come collectively, and so they give a heck of much more life to the world! Also, within the case of those ambient messages, the sport retains monitor of which of them have been not too long ago used and doesn’t recycle till a big quantity have been gone by; it additionally barely randomly generates the exact wording of every one with a purpose to increase variation; and the time between these messages will get longer the extra time the participant spends in an space, with a purpose to make the complete choice last more and since a participant spending fairly some time in a single map space might be engaged on one thing particular, quite than essentially exploring. I feel these are one other very nice addition, and whereas the database of those isn’t completed as I write these – although there’s already a whole bunch! – I’m actually proud of how these have labored out thus far.

(A big quantity are proven in these testing screenshots, however in observe, they’re far rarer, and have extra variation in phrasing!)

Starting Relic Generation

One of the aims for 0.11 might be producing spiritual relics. These might be crucial gadgets, having a whole lot of worth (clearly) to specific religions, but additionally a whole lot of commerce worth if yow will discover the fitting individuals to promote to, a whole lot of potential for religions to turn into very happy with you if you’ll be able to return a relic that maybe is being bought in a distant land, and relics may also typically be the rewards that one can get for determining the placement being referred to in a treasure map. I’m actually eager for these all to be very attention-grabbing, putting, distinctive gadgets, that basically get the participant’s consideration and sign clearly that that is one thing of excessive significance. As such, I’ve begun laying out the essential foundations for producing the photographs of the relics. As talked about beforehand there at the moment are a number of dozen totally different archetypes for spiritual relics, some tethered to specific archetypes of deity or faith (e.g. a “Lovecraftian” relic or a “Demonic” faith) whereas others can seem for any faith sort, or most of them. I’ve posted a bit about how the picture technology course of in URR works earlier than – each within the sense of “how do I design them?” and the sense of “how does it work under the hood?”, and I’ve simply been making slightly little bit of progress starting to sketch out some very fundamental preliminary textual content grids. Even with out the slightest diploma of color or shading or anything, a few of these preliminary drafts are already giving a way of how attention-grabbing and color and distinctive a few of these gadgets are going to be, and I’m actually proud of this preliminary groundwork I’ve been laying now for subsequent yr.

University planning

I’ve made a serious choice right here for the sport – on condition that the sport is / goes to be about data, discovery, exploration, studying, cryptic puzzles, and so on, I’m unsure any extra how a lot sense it makes for the participant to start the sport in an upper-class district, or to start the sport in any means as a part of a noble home. I’ve additionally been considering for some time about including in “university” areas to the sport, just like “towns” or “fortresses” or “mines” and so forth, and the extra I give it some thought, the extra I like this concept. I feel beginning the participant off in a college could be a really novel opening; would allow me to develop a really cool and attention-grabbing little opening cutscene (which I’ll say no extra about till I begin engaged on it); and would give the participant a really clear framing about what kinds of factor this recreation is about. It would even be a logical strategy to get the participant began on the primary quest and to offer them a couple of preliminary gadgets – possibly a e book or two, a notice or two, a cryptic merchandise or two – to assist them out on the beginning of their journey.

My present considering proper now could be that universities will comprise school rooms, halls, scholar lodging, libraries (possibly you possibly can pay to entry any e book there, however it prices greater than discovering the e book within the wild and shopping for it? Would be unusual in the actual world however makes extra sense in gameplay phrases!), classrooms, possibly a museum of some noteworthy gadgets (the University of Sydney, the place I’m based mostly IRL, has quite a lot of these), and I feel an observatory might be a cool addition as nicely (however I received’t say any extra about that simply but). They may also differ, after all, throughout nations relying on their insurance policies. For instance, the college in a nation with “populist” politics might be going to be fairly restricted (no meant commentary on the actual world inverse relationship between academic attainment and voting for populist candidates must be inferred) whereas a college in a nation whose tradition is way extra centered on mental and cultural attainment will seemingly have a far bigger college. Nevertheless, all nations will spawn with one college – for the participant to start out in – whereas I’d maybe have extra intellectually inclined nations to have an additional college or two elsewhere of their territories. Like cities and mines and the like, these buildings might be exterior of cities and might be discovered someplace in that nation’s territory (although I’m going to set them to generate close to to the town to encourage new gamers to move into the capital metropolis of that nation first after they depart the college beginning location).

Anyway – at current I’m unsure whether or not this might be one thing for this 0.10 launch, or for 0.11, however I’ve begun sketching out the preliminary code required to generate these areas, populate them with individuals, and so on and so on, and I’m actually eager on this quite extra novel begin than what we presently had. More on this within the close to future, I’m certain!

Bug fixes / tweaks / and so on

– Resolved a long-standing bug that by some means neither I nor any participant had observed for years (!) through which, not often, the final letter in a sentence in a multi-line message could be chopped off and never displayed within the message window. In equity URR has till now had only a few multi-line messages, however I nonetheless can’t fairly imagine how lengthy this one survived for!
– Fixed a bug with animal-archetype spiritual altars barely having any color distinction between the background and the foreground of the altar and the design on it – it was very arduous to make out the picture, however is now a lot clearer.
– Given that I’m really trying to do a giant overhaul of the dialogue system to make it much more fluid and “human”, I’ve quickly eliminated the variable questions (“What do you think of [X]?”) with the intention of coming again to them in 2023. – – The preliminary work on the questions and the replies nevertheless will nonetheless be helpful – it simply received’t be on this launch!
– Fixed a problem with sure gadgets very not often not possessing the properties required to attract them appropriately when within the participant’s stock, however provided that they have been added in a really particular method.
– Dealt with a bug that very very not often prompted world technology to crash when it was making an attempt to determine embassies in metropolis centres for sure sorts of civilizations (or quite, civilizations in sure contexts).
– Put in a couple of extra optimizations and enhancements to the methods that draw the terrain across the participant when the participant strikes; I’m eager to actually enhance this additional sooner or later, however one other little set of small refinements right here once more helps the target of creating the entire recreation a bit quicker, a bit smoother, and a bit simpler to navigate.

What subsequent?

I’ve determined to shift releases to January as an alternative of December, as a result of releasing between the twenty fifth of Dec and the first of Jan doesn’t actually get a lot visibility as a result of persons are, usually, busy throughout that point. I’m due to this fact going to strive a mannequin of as an alternative releasing “some time in January” the default going ahead, and we’ll see how that goes. My subsequent goal is to engaged on meals / water / tools consumption out within the wild, and begin programming in some dreadful maladies to befall the participant ought to they enterprise too far past their means; I’ll additionally within the subsequent few weeks be engaged on bug-testing and refining these above methods and those from the earlier updates, and dealing to filter extra bugs and polishes on my bigger listing of those as nicely. Next replace in a few weeks, everybody!

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