Roguelike Radio

Episode 96: Ultima Ratio Regum

11 snips
Jan 29, 2015
Mark Johnson, an independent game developer and researcher, dives into the ambitious world of Ultima Ratio Regum, set in a Scientific Revolution-era landscape. He shares insights on procedural generation that shapes rich civilizations and religions, making gameplay immersive. Mark discusses balancing text and visuals to enhance storytelling while managing player information overload. He also reflects on his transition from academia to game studies, revealing the intricate design philosophy behind combat and exploration mechanics that emphasize player choice and discovery.
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ADVICE

Guide The Player Through Design

  • Design cities and districts to guide players toward likely points of interest and reduce aimless searching.
  • Use fixed and spawned NPCs so important characters appear in predictable, meaningful places.
ADVICE

Use Time To Shape Exploration

  • Use an in-game clock and travel costs to force meaningful prioritization and preserve mystery.
  • Provide fast travel with clear time trade-offs so players choose strategically.
INSIGHT

From Simulation To Interaction

  • Release 0.6 made every city and district explorable and marked a milestone where the project felt like a standalone simulation.
  • Next priorities are interiors and NPCs to add interactivity to the world.
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