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Dr Mark R Johnson

Game studies, game design, game play

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Ultima Ratio Regum 0.11 Update #64: Total Speech and Conversation Rework 1/2

Friends, welcome back! Today I begin something very exciting. Only a very small portion of this is going to appear in the 0.11 release, but as we find ourselves only weeks away from playtesting and I need to actually design the beginning of the game, i.e. where the curator of the museum you begin the [ ]

Interlude: Thoughts On Some Cryptic Riddle Quests

Hello everyone! I m taking a short mid-year break right now to recharge, not do much work / game dev, and focus on leisure and relaxation for a little while, as well as catching up some larger but less urgent life admin / life jobs that need doing but can be hard to find the time [ ]

Ultima Ratio Regum 0.11 Update #63: Picture Clues Generation 1 and Soundtrack News

Hello friends, welcome back! Over the past couple of months we ve been looking at the creation and implementation of the local map clue types, i.e. clues that show you something on the human scale (doors, furniture, trees, etc) rather than the world scale (towns, cities, mountains, etc) which the player might want to investigate. [ ]

Ultima Ratio Regum 0.11 Update #62: University Tutorial Riddles

Hello everyone! Welcome back. After a month or two of incredibly rapid progress on the 0.11 release in a range of rather exciting ways, I m pleased to announce that we have another fortnight of huge progress. I realised a while ago that I wanted to add in a riddle generator specifically for the university you start [ ]

Ultima Ratio Regum 0.11 Update #61: Local Map Clues Implementation Part 3

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 [ ]

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 [ ]

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 [ ]

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 [ ]

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 [ ]

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 [ ]