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 TrollHammer's Story Forge

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Embala
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Trollbabe

Trollbabe


Posts : 1068
Join date : 2015-03-01
Location : In a cavern, in a canyon, excavating for a mine

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PostSubject: Re: TrollHammer's Story Forge   TrollHammer's Story Forge - Page 3 EmptyFri Jul 01, 2022 5:57 pm

Seriously, maybe we need to get back into making things out of wood and metal by hand, when people are waiting uweeks and months to get machine parts.

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TrollHammer

TrollHammer


Posts : 1150
Join date : 2012-07-31
Location : O'er Der.....

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PostSubject: Re: TrollHammer's Story Forge   TrollHammer's Story Forge - Page 3 EmptyWed Nov 23, 2022 2:00 pm

Instead of opening a new thread for a tiny project, Ill track my progress here. Feel free to voice your thoughts, any input is greatly appriciated.

As many may know I have tried to make a elfquest themed game for years and failed every time. So this time, instead of trying to do the same thing over again and likely getting the same result, I figured Id mod a preexisting donothing game: Progress Quest.

Its free, open source, and most of the code is not compiled (is readable without anything special).

Its also completely pointless but fun to watch. I dont figure anyone else will be interested in it, at least ubtil I can add in some interaction, but just to get something going that works sort of how I wanted it to, I figured this might be a good place to start.

So what am I doing? Im taking the Progress Quest file set and changing the terms in the key files to be elfquest themes. This way instead of general random goofiness, itll be Elf Quest goofy randomness.

The original game lets you pick a name, a race, a class, and roll for stats, then it essentially generates a story of quests and events completely at random.

I have, so far, isolated the character, item, monster, item etc lists, as well as the random name generator. The losts will more or less take care of themselves (though the fanfic race list thread would generate the races, as well as things I see here and there, and EQ whos who.)

The plans are:
    change the "race" field to "tribe" and change the races with tribe names.
    Change the class field to Skills and add in things like "hunter, healer, finder, astral projector, etc.
    Change the monsters into things like deer, bears, squirrels, and so on. Thus will be hard to fine enough EQ esque things to defeat tastefully (even adding in the shape changed)
    Change the quests into eq themes (also going to be hard to find enough stuff, but can get creative)
Change the name generator into EQ themes (see below).

Later, I want to add in some more elaborate scripting for the quest generator, as this is persistant up to 200 lines for now and is kind of like a story. It would be nice to make it flow better. Also, I need to figure out how to change going to the store to sell off inventory to something more like returning to tribe or something.

The thing Im posting for today that Id like input on is the name generator:

Tribal names or Elfin names?

The generator is set up with first/middle/last word roots that it assembles at random. I can either put in tribal names (tree/(nothing)/stump, free/-/foot, far/(space)/touch) or elfin root names (ek/u/ar, etc). If I try to have it do both right now youd end up with mixes of both most of the time (Ek-stump, Joyuahn, etc). Later I might be able to have it toggle based on the tribe selected, but trying to figure out which would be best for now. Of course, considering trolls and wolves are probably going to be on the tribe list, the Tribal type might be better to start with?

Edit

(Looking at it closer, it might be hard to do either one, perhaps... looks like they have 3 groups, but first group is first letter(s) and constenent combos (using some empties to kick second group as first), the second group is vowel and vowel groups, and their group is end of name letter combos. Because it randomly hops back and forth between the first two groups a few times before the third group its going to be hard to implement actual "eq esque" name generation. Might have to go deep dive, so go ahead and say what youd prefer seeing, and if I should put effort into making it toggle between the two?

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Last edited by TrollHammer on Wed Nov 23, 2022 3:13 pm; edited 1 time in total
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Embala

Embala


Capricorn Pig
Posts : 15851
Join date : 2012-06-24
Age : 63
Location : Germany

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PostSubject: Re: TrollHammer's Story Forge   TrollHammer's Story Forge - Page 3 EmptyWed Nov 23, 2022 3:01 pm

If I had to choose ... I'd prefer inspiration fpr tribal names.

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Yeee

Yeee


Virgo Tiger
Posts : 2250
Join date : 2019-08-10
Age : 48
Location : the wild high seas

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PostSubject: Re: TrollHammer's Story Forge   TrollHammer's Story Forge - Page 3 EmptyWed Nov 23, 2022 5:52 pm

Cool ideas, Trollhammer!
Yes, tribal names.
Isn't it possible to choose / define the name of a character in these random stories? Then you have no trouble with "Treekuar and Ekstump"-names.


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TrollHammer

TrollHammer


Posts : 1150
Join date : 2012-07-31
Location : O'er Der.....

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PostSubject: Re: TrollHammer's Story Forge   TrollHammer's Story Forge - Page 3 EmptyTue Dec 06, 2022 6:34 pm

Yeee wrote:
Cool ideas, Trollhammer!
Yes, tribal names.
Isn't it possible to choose / define the name of a character in these random stories? Then you have no trouble with "Treekuar and Ekstump"-names.


Yeah, it allows for someone to enter their own made-up name, but since it had a name generator built into it I figured I'd try to play with it to spit out some 'familiar' names to WoTM instead of whatever the original game was set up doing.


Holidays suck sometimes... get a few people with health issues, lingering pandemic issues floating around, and odd work stuff and you find such sporadic times to log in and do anything much at all... my laptop got a new battery last year and I think it's about half burned up from leaving my computer on standby thinking I'll get right back to something, somewhere, somehow... Oh well, it'll be what it'll be...

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