[MUD-Dev] Random Placename Generation
Ben Hawes
cruise at casual-tempest.net
Fri Apr 9 09:48:42 CEST 2004
Edward Glowacki wrote:
> The next step would be to try using all of the above. You could
> organize them any way that makes sense to you and come up with an
> algorithm to choose which way the name will be generated. Maybe
> traverse a hierarchy making a weighted decision at each level:
> - Template (30%)
> - template A [20%]
> - template B [35%]
> - template C [45%]
> - Algorithm (30%)
> - algorithm 1 [75%]
> - algorithm 2 [25%]
> - Pre-made lists (40%)
> - Earth astronomy [20%]
> - Names I came up with while drunk last night [5%]
> - Greek mythology [15%]
> - Genus and species of various animals [30%]
> - Latin words [30%]
Rather than have these various types on a straight probability, it
might be worth weighting the chances depending on distance from the
home world(s). So the pre-made lists are more likely to be used
nearer (eg. our solar system, and the first few stars), but then
drifts into coded letters/numbers as you reach the unexplored
areas. Then save the randomly generated names for inhabited planets
- the change in nomenclature between the first seen and recently
settled would be natural considering the change in language and
culture between early astronomy and advanced star-faring
civilisations.
Apologies if didn't explain that very well :P
--
"quantam sufficit"
[ cruise / casual-tempest.net / transference.org ]
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