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Friday, December 14, 2012 - 12:16

Yes, good idea! It will shorten the source code a lot. But I need to check out, if it is performance-wise good.

 

About the programming script: Yes, I think that would save me a lot of work.

You could create a UI using any other programming language and then load the output of it into my program.

I still need to think about how the language exactly should look like.

 

Thank you, that was very helpful :)

I probably will send you a Beta version for testing next year. Could you please sent me a mail over my old site, so I have your mail adress then: http://kddekadenz.jimdo.com/support/ ?

Friday, December 14, 2012 - 12:04

Theoretically you could create translations, but it would be a lot of work if you do it by hand. I could use a translator, though, since they will be mostly single words or wordgroups.

About the UI stuff: a graphical drag&drop interface may be hard to create using Delphi. I think I will go with creating sort of a really simple programing language, stating to choose out of which words/wordgroups.

Here is an example, how it could look like:

npc.women1: female,upperclass //create a female, upperclass women

npc.men1: male, lowerclass

location.forest1: forest

introduction_tale

introduce.women1 //introduce her based on her attributes

go.women1 (forest1)

...

This code would output you something like this:

Once upon a time, there lived a beautiful queen. One day she went inside a dark forest...

I don't think this is how it will look like - but it may be something similar.

Friday, December 14, 2012 - 11:44

I'm planning on releasing it under an opensource license, too, but it will be German only (since it is my native language).

That's why I asked. Dutch is similar to German, though.

Friday, December 14, 2012 - 11:21

I guess I edited my post, while you were writing. The last line may fulfill your request.

I wonder: do you speak German?

Friday, December 14, 2012 - 11:18

I'm programming it in Delphi, but I will use FreePascal to port it to other platforms then Windows, once I've finished it.

My idea how to handle it is pretty basic and requires a lot of work, but it will throw out some nice results. Basically the program chooses out of a list of premade plots and then narrates the chosen one. So it is less generating whole stories, but varying premade ones.

Oh and if I feel like, I will create an easy to use UI to create plots.

Friday, December 14, 2012 - 10:43

Yes, you're right, but I meant that the generators itself are not open source.

Seventh Sanctum offers a variety of good generators and I don't aim to compete directly with them. I just created the generators for fun and as a tool for me as game developer.

If you're looking for good British-like village names, I suggest to use my generator.

By the way, I just started a program, (which will take me about 1/2 year to finish) which creates procedural fairy tailes. They may be used as inspiration or as ingame books, etc. I'm planning on releasing it under an opensource license, too, but it will be German only (since it is my native language).

Wednesday, October 10, 2012 - 10:40

Most art (textures,sounds,models) was created by me. And I'm planning to sell some of them in near future, so the whole project will be not released as opensource.

You can still reuse the code in any way you like, it does already feature some cool stuff, like cooking,fishing or procedural quests.

Tuesday, October 9, 2012 - 12:45

Be sure to join the forums:

click to visit the development forums

Kelgar Development Forums

Monday, October 8, 2012 - 12:42

Thank you.

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