Friends, hello! More huge progress this fortnight. This is already a gigantic energy, so rather than spend time on the intro, let’s get into it: Building out the dictionary To begin with, in this fortnight I decided I had the objective of – by the end of the fortnight – being “done” for 0.11 with shifting … Read More
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Ultima Ratio Regum 0.11 Update #60: Local Map Clues Implementation Part 2
Hello everyone, welcome back! Loads more excellent progress to report on this week about the local map clue generation, I’m pleased to say. I’ve incorporated a ton more generators into the overall dictionary which now houses all the generative materials – now into the many hundreds, actually – and continued to refine the system by … Read More
Ultima Ratio Regum 0.11 Update #59: Local Map Clues Implementation Part 1
Hello friends! Welcome back. An exciting entry this week. To begin with: you know how just a few entries ago I said that the 0.11 release was going to have just one clue type, i.e. the rhyming riddle clues? And I’d done about 95% of the required work on these, and they were looking really … Read More
Ultima Ratio Regum 0.11 Update #58: Riddle Rhyme Integration Finished!
Housekeeping Notice: I’ve just upgraded my spam filter. Until now actual comments normally went straight through, but sometimes would be caught until I “okay” them, though I’m not sure how this new one will work (it should be much better). If anything is different or doesn’t work, please email me / DM me on Twitter and … Read More
Ultima Ratio Regum 0.11 Update #57: Interesting Map Geometry and Mathematics
Hello everyone! We have a bit of a different entry this fortnight. I don’t normally talk too extensively about how things are coded in detail since I prefer to focus on design questions, but I decided to do so this week. While working on a few edge cases and bugs and the like for the … Read More
Ultima Ratio Regum 0.11 Update #56: Huge Map Clue Advancement, and Integration Complete
Friends, welcome back! Exciting news this week – an entire other clue type has been completely implemented in the space of the last two weeks. By “implemented” what I mean is that it has been massively expanded and enhanced in detail and variation and gameplay interest, then taken out of the testing file, put in the … Read More
Ultima Ratio Regum 0.11 Update #55: Riddle Rhyme Integration Continues
Hello everyone – welcome back! I’m pleased to say these past fourteen days have been closer to the usual level of productivity for a fortnight, although still a little bit disrupted by work stuff (though the life stuff seems to have improved a lot!). Last fortnight was 20% coding capacity, this fortnight has been something … Read More
Ultima Ratio Regum 0.11 Update #54: Riddle Integration Begins
Hello friends! Just a very short update this fortnight – it’s the start of semester and that’s always absolute chaos, and I’ve had a lot of crappy life stuff to deal with at the same time, so I haven’t got a great deal done this fortnight, unfortunately. As such, I’m just going to write up … Read More
Ultima Ratio Regum 0.11 Update #53: Finishing Keys and Padlocks
Friends, welcome back! Following on from the huge progress in last fortnight’s entry, this time I’ve continued down that path and essentially finished off everything that needs doing on keys and padlocks, their interactions, gameplay, visuals, complexities, and also adding significant extra details into key descriptions, and implementing appropriate mechanics for the game – i.e. … Read More
Ultima Ratio Regum 0.11 Update #52: Leaps and Bounds
Hello everyone! It is with great pleasure that I can say the last fortnight has been one of my most coding-productive in years. A number of major tasks that I thought would take many days of work in fact took me only one day (or even just hours) of focused work, and as a result … Read More
