Funded! This project was successfully funded on February 27, 2013.

Update #7

Last two races announced, and a new stretch goal!

1 comment

Before I tell what the last two races will be, I have to explain the reasoning behind each race, and why they're either included or (for conceptual races) excluded in Beyond Beyaan.

First and the most important thing, they must be memorable and easily understood.  For example, it's easy to remember the tree cyborgs, and people already understand the concept of trees and cyborgs.  So putting them together don't strain the explanation beyond a simple background story.  Names must be easily remembered as well.  I'm seriously considering renaming Liphistii to something else that's more easy to spell, but they'll still be spiders (I'm up for suggestions, they're a burrowing type of spider, hence the name), but all others so far fits the criteria.

Second, they should be unique from each other.  I don't want "Human Race", "Human but Grey Race", "Human but Female and Green Race".  I want each race to be different from each other not just in name, but in appearance and background.  This is why Slyvilians (rabbits) are excluded, because of Space Hamsters.  They'd be too similar.  Nurds are pushing this, but they're included because of cliche grey alien race that's present in many old classic sci-fi games.

Third, they must contest for the same climate/planet type.  Having a water-based or gas-based race won't make sense.  If I were to add a goldfish or piranha race (they'd fit the humorous style), it don't make sense that they're contesting for the same planet because they can coexist more easily than races contesting for the same area.  Some of you may say "what about Zero People or that new inorganic race?"  Zero People needs air/liquid to keep themselves cool, both races requires a stable planet with minimal background radiation, etc.

Fourth, they need to fit in the "cheesy background" style similar to Master of Orion 1/2 (with 2 being a bit more serious).  One problem with Master of Orion 3 is that they decided to try and make it "realistic" by having truly alien races and removing some of the old races, which alienated some of the fans.  Master of Orion 1 and 2 both have cheesy races, yet they're well liked.  If some people prefer realistic races, then they can create a mod to replace the races.

As for naming, some are obvious names, like Humans and Space Hamsters, while others are a bit more mysterious.  Those I derive from Latin names of their general species that are easy to remember or just looks cool.  Now with those in mind, here's the two new races:

Zygobies - Spores that has taken over various hosts, often without hosts noticing it, as their personalities and thinking are gradually altered. They are excellent spies for this very reason, and are heavily mistrusted, because you never know if some of zygos has rubbed off on you. Their society is a pure meritocracy, with ranking based directly on the host's brain mass as their intelligence is limited by the size of the host's brain. Despite their name connotations, they are very cunning and clever, not to be trusted. The name derives from Zygomycota, a phylum of fungi.

Morions - When they were first discovered, scientists incorrectly labeled them a category of Morion Quartz based on their physical attributes before realizing that they're sentient rocks. However, just like many other incorrectly labeled races, the name stuck.  Their hardiness and lifespans are legendary. Instead of building things, they grow everything, and they only have one type of region that produces everything they need. Zero People and Morions hate each other, each claiming to be the true inorganic lifeforms.

Now, let me explain why I chose to have 10 races.  There are 10 races in Master of Orion 1.  I originally planned Beyond Beyaan to be a game similar to MoO 1, hence 10 races.  However, since I've changed this to be more of an 4X engine, this gave me an idea.  After finishing Beyond Beyaan's basic gameplay features, the first thing I will do is to support all important features of Master of Orion 1 (ship stacking, sliders, and so forth).  After this is done, I will create a mod that have the 10 races match MoO 1's races in terms of gameplay attributes.  So for example, Zygobies would match Darloks, Nurds would match Psilons, etc.

Some of you have been clamoring for a true MoO 2 clone, so I'm going to modify my stretch goals a bit.  Since it don't look like I will raise $4,000 (although I may be wrong), I'm going to add a $2,600 stretch goal.  Why $2,600?  The extra $600 will be for creating 3 more races, with $200 each race.  Why 3 more races?  Because Master of Orion 2 have 13 races!  When the basic gameplay features for Beyond Beyaan and Master of Orion 1 mod are done, the only essential few features required to do Master of Orion 2 mod will be network multiplayer, in-game race customization (you can modify races in data, but not in game at this point), and few others.  Those features are pretty hefty in terms of the amount of code that they will affect, so I'm saving those for last.

And last, but not least, thank you for helping support this project!  Your feedback is always welcome!

Comments

    1. Support.small

      Creator Michael Corlew on February 22, 2013

      Woot, well we made the 2k, the stretch seems likely!
      I would very much like to see 13 races and more importantly be able to customize them in game, like moo 2.

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