Fantasy game with 300 thousand races
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When I started working on Warsim: the Realm of Aslona , there were only two races in it - the Humans, who created several kingdoms, groups of bandits and rebels, and the goblins (Goblins), who had several kingdoms and a bunch of tribes. At the time of the beta of Warsim 0.7.4, the game has 325,142 races.
Last update banner
Yes, that's right - more than three hundred thousand fantasy races, but what does it mean? How do these races differ, what is their uniqueness and differences?
To know what awaits you, I took a list of 10 completely random races available in the game.
Yes, these war turkeys are definitely worth the fear. But for now, all this seems to be just names, and you must be wondering how they differ and what makes these races unique.
To answer this question, I need to first explain the race generation system. The system retrieves a race from a list of 86 standard races. This list includes many classic fantasy peoples, for example, orcs and elves, but it also contains races unique to Warsim, for example, centaars (they are like centaurs, only half are not people, but elves) and proton people (cave people).
Taking one of the races, the system adds a prefix to it. Part of the move is inspired by how the Small World board game creatively handles races .
Combine a race and a random prefix to get a specific race with mixed and common abilities. Having conceived this system, I tried to create a huge bunch of variants of different prefixes. Now I have 262 prefixes, and their number is growing.
Each of these prefixes has different effects and affects the characteristics differently. For example, Hermit Elves in the game will be poor and not worth robbery, Bandit Gnomes will rob characters (including you), invincible Centaurs should be avoided, Doomed Wizards ) at some point they will begin to suffer from the disaster predicted by him, and two-headed Newts (Two-Headed Mermen) will, as the name implies, have two heads.
Two-headed ruler of the kingdom of newts
Almost all prefixes have many effects that follow a certain pattern - usually prefixes that significantly increase the strength of a race in battle reduce its population to avoid the appearance of uncontrollable races with a huge number; however, some races can still circumvent this limitation. It is expected that there will be many inhabitants of kingdoms of small goblins, and only a few inhabitants will be in the kingdoms of giants.
In addition, racial prefixes have other effects, they can affect the civilization of the group. An uncivilized group cannot be contacted through game diplomacy, so diplomats cannot reach the savage gnomes.
Some racial prefixes can also affect the color of the faces of its representatives, therefore, Arctic hobgoblins (Arctic Hobgoblins) will have blue skin, lava halflings (Lava Halflings) - red, purple ogres (Purple Ogres) will turn purple, and so on.
The supreme leader of violet ogres named Bakagg in his procedurally generated crown.
Also in the game there are face changes, for example, in childlike Orcs, faces will be like in children.
Ruler of the kingdom of childlike orcs
Another unique racial prefix is the “Eyeless”, Eyeless Necromancers, for example ... it's a pretty terrifying concept. The following is an example of a triple random generation of a race in one world. All three of these separate kingdoms of eyeless necromancers have a very different appearance (thanks to the random skin color system applied to humanoid races).
Three Examples of Eyeless Necromancers
There are other prefixes, such as “Ungovernable”, in the race of which the leader often changes, “Primitive” - wild tribes that cannot be talked to, and “Deatheater”, which become stronger with each kill (which makes them a serious danger to the final stage of the game).
Peaceful Entities (Pacifist Ents) do not attack, Invisible Halflings are completely invisible (unless you find an artifact that makes them visible). Psychotic Orcs can attack you in one turn and become your friend in the next.
So, there are a lot of effects. Each individual race has its own unique combination of strength, civilization, population and appearance, and diversity will only increase over time ( if you come up with something interesting, then I am always ready to add new effects to the game ).
It will be interesting to analyze this value of 300 thousand. To do this, I divided the data into three categories: animal races, "non-animal" races, and orcs (which are also "non-animal", but are separated to show the difference).
The first part of the data (red) is the procedurally generated animal races: Anteaterfolk, Spiderlings, Half-Rats, and so on. The system takes one of 194 different animals and turns it into a half-creature, an evolved creature, a werewolf creature, a lingo creature, a human being, or a human being. This allows you to create a huge and varied number of races of beings, which, as you can see, make up the majority of these 300 thousand.
Pie chart of three different sets of races.
The second part of the data (purple) indicates everything that is not a procedurally generated animal race: ogres, gnomes, elves, humans, and so on. Orcs are excluded from this category because I want to show them separately.
There are 786 different orc-like races, because by default there are three orc races (Orcs, Orks and Orclings). Mixing these three with 262 prefixes creates 786 types of orcs.
And this is almost all 300 thousand fantasy races of the game, mainly generated from animals. Is this a record? How many more races can be squeezed into the game before the thermal death of the universe occurs? I have no answer to these questions!
Here's a recent image of the base Warsim races, each face procedurally generated for the corresponding race.
If you have any suggestions for new races or prefixes, then let me know in a subreddit or message: www.reddit.com/r/warsimrpg .
You can also add your own races to the game using the built-in modding tool (Extras menu).
Last update banner
Yes, that's right - more than three hundred thousand fantasy races, but what does it mean? How do these races differ, what is their uniqueness and differences?
To know what awaits you, I took a list of 10 completely random races available in the game.
- Forest Shades
- Lesser Half-Giants
- Demonic Protonarod (Demonic Protofolk)
- Coastal Ghouls (Shore Ghouls)
- Fighting Turkeys (Warrior Were-Turkeys)
- Coast Goblins
- Wizards of the Hills (Hill Wizards)
- Mini Ogres
- Northern Antelopelings
- Gold Orclings
Yes, these war turkeys are definitely worth the fear. But for now, all this seems to be just names, and you must be wondering how they differ and what makes these races unique.
To answer this question, I need to first explain the race generation system. The system retrieves a race from a list of 86 standard races. This list includes many classic fantasy peoples, for example, orcs and elves, but it also contains races unique to Warsim, for example, centaars (they are like centaurs, only half are not people, but elves) and proton people (cave people).
Taking one of the races, the system adds a prefix to it. Part of the move is inspired by how the Small World board game creatively handles races .
Combine a race and a random prefix to get a specific race with mixed and common abilities. Having conceived this system, I tried to create a huge bunch of variants of different prefixes. Now I have 262 prefixes, and their number is growing.
Each of these prefixes has different effects and affects the characteristics differently. For example, Hermit Elves in the game will be poor and not worth robbery, Bandit Gnomes will rob characters (including you), invincible Centaurs should be avoided, Doomed Wizards ) at some point they will begin to suffer from the disaster predicted by him, and two-headed Newts (Two-Headed Mermen) will, as the name implies, have two heads.
Two-headed ruler of the kingdom of newts
Almost all prefixes have many effects that follow a certain pattern - usually prefixes that significantly increase the strength of a race in battle reduce its population to avoid the appearance of uncontrollable races with a huge number; however, some races can still circumvent this limitation. It is expected that there will be many inhabitants of kingdoms of small goblins, and only a few inhabitants will be in the kingdoms of giants.
In addition, racial prefixes have other effects, they can affect the civilization of the group. An uncivilized group cannot be contacted through game diplomacy, so diplomats cannot reach the savage gnomes.
Some racial prefixes can also affect the color of the faces of its representatives, therefore, Arctic hobgoblins (Arctic Hobgoblins) will have blue skin, lava halflings (Lava Halflings) - red, purple ogres (Purple Ogres) will turn purple, and so on.
The supreme leader of violet ogres named Bakagg in his procedurally generated crown.
Also in the game there are face changes, for example, in childlike Orcs, faces will be like in children.
Ruler of the kingdom of childlike orcs
Another unique racial prefix is the “Eyeless”, Eyeless Necromancers, for example ... it's a pretty terrifying concept. The following is an example of a triple random generation of a race in one world. All three of these separate kingdoms of eyeless necromancers have a very different appearance (thanks to the random skin color system applied to humanoid races).
Three Examples of Eyeless Necromancers
There are other prefixes, such as “Ungovernable”, in the race of which the leader often changes, “Primitive” - wild tribes that cannot be talked to, and “Deatheater”, which become stronger with each kill (which makes them a serious danger to the final stage of the game).
Peaceful Entities (Pacifist Ents) do not attack, Invisible Halflings are completely invisible (unless you find an artifact that makes them visible). Psychotic Orcs can attack you in one turn and become your friend in the next.
So, there are a lot of effects. Each individual race has its own unique combination of strength, civilization, population and appearance, and diversity will only increase over time ( if you come up with something interesting, then I am always ready to add new effects to the game ).
Analysis of 325,142 different races
It will be interesting to analyze this value of 300 thousand. To do this, I divided the data into three categories: animal races, "non-animal" races, and orcs (which are also "non-animal", but are separated to show the difference).
The first part of the data (red) is the procedurally generated animal races: Anteaterfolk, Spiderlings, Half-Rats, and so on. The system takes one of 194 different animals and turns it into a half-creature, an evolved creature, a werewolf creature, a lingo creature, a human being, or a human being. This allows you to create a huge and varied number of races of beings, which, as you can see, make up the majority of these 300 thousand.
Pie chart of three different sets of races.
The second part of the data (purple) indicates everything that is not a procedurally generated animal race: ogres, gnomes, elves, humans, and so on. Orcs are excluded from this category because I want to show them separately.
There are 786 different orc-like races, because by default there are three orc races (Orcs, Orks and Orclings). Mixing these three with 262 prefixes creates 786 types of orcs.
And this is almost all 300 thousand fantasy races of the game, mainly generated from animals. Is this a record? How many more races can be squeezed into the game before the thermal death of the universe occurs? I have no answer to these questions!
Here's a recent image of the base Warsim races, each face procedurally generated for the corresponding race.
If you have any suggestions for new races or prefixes, then let me know in a subreddit or message: www.reddit.com/r/warsimrpg .
You can also add your own races to the game using the built-in modding tool (Extras menu).