[MUD-Dev] Random Placename Generation
Matt Chatterley
zen31329 at zen.co.uk
Mon Apr 5 21:23:26 CEST 2004
Greetings (again).
This is a topic which I haven't seen discussed for a while (although
I'm certain it resides in the archives in some form). Last time I
read up on the topic of random name generation it was in the context
of player/NPC names - this time, I'm thinking bigger. Much bigger.
You are no doubt becoming acquainted (not sickened - yet, I hope)
with my latest project - a space based trading game.
As part of this, I am randomly generating a map (as per the 2d
mapping in SQL thread), and part of this - at the detail level -
involves the naming of planets, and groups of planets.
This is important! Players need to be able to identify places by
their names - its how we reference such things, and how we remember
their significance.
The best approach which I have so far formulated to this topic is to
create lists of 'name fragments' and 'name types' - the 'type'
(random) would dictate which sets of fragments could be used, and
how those fragments should be assembled. This might reflect the type
of government or civilization present upon the planet (or lack
thereof).
Un-named planets (which players may be able to christen during the
course of the game) will likely be given a numerical designation
(such as C165-P4 for the fourth planet in an un-named cluster
numbered 165).
To give an example of planet naming, if a fragment type A contained
a set of fragments: ab, vu, lt, ch, ai and dictated the creation
rule as "three fragments will be used in the format %1-%2%3", you
could generate names such as "ai-chab", "vu-chlt" or "ch-vuab". Of
course, from this hastily constructed set, you might get some really
crappy names such as "lt-aiab" (actually, even the first three
examples are quite naff). It all feels very random.
To reduce this 'random' feeling, we can introduce more deterministic
features into such a system - further rules. Fragments might be
grouped into sub-sets, such as 'start fragments', 'end fragments'
and so forth. Therefore, in our set of "A-BC" type planets above,
we could define three fragment sets:
Beginning: AL, KA, CHO
Middle: TA, FER, JOL
End: NA, MAT, DAN
And generate names such as 'AL-FERDAN', 'KA-TANA' (or maybe not),
'CHO-JOLNA', and so forth. This is slightly better, even with
jumbled together fragments.
The size and composition of fragments (and fragment sets), even at
this relatively simple level should allow a good amount of feeling
to be put into the names which are generated, which leaves only one
problem that I cannot see an escape from - the amount of work
required to generate these sets. Although they can be added to as
an ongoing task (even allowing player input, albeit moderated),
several initial sets with different "feelings" will need to be
composed, with a relevant rule, and tested. Alas. :)
I plan on making the exploration and discovery elements of the game
quite involving, and so, a reasonable proportion of planets will
most likely be available for naming (or at least proposed naming) by
players - although I haven't thought how to regulate this yet (I
obviously don't want anatomically named planets, or a cluster called
"Man United Suck"!!).
Cluster naming can follow the same system - and might even be able
to reuse some of the sets. Rules might also incorporate elements
such as numerical designation (Cluster name + Planet Number within
Cluster), giving a cluster with the name 'CHO-JOLNA', and planets
'CHO-JOLNA 1' and so forth.
This seems suitable to me - I suppose what I'm asking is, are there
any fatal flaws which anyone would care to spot in this system, or
any far more logical ways I could/should approach this?
Thanks as always,
Matt
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