Just want to get some feedback on the:
Custom Complex M&M-lore-based Random Name Generators
Templayer » Jun 5 2019, 20:38
I wonder how hard it would be to get custom random name generators for each race. I once did create an awesome PHP Tolkien Dwarven name generator.
The principle was simple - two sets of characters - qwrtpsdfghjklzxcvbnm and eyuioa
then take an existing name, for example Gimli. (I originally made this for the Tolkienesque one, so that is why Gimli is an example here)
If the first character is from the first set, remove it, replace it with another of the same set randomly.
This would produce Qimli, Wimli, Rimli, Timli, Zimli, Pimli, Simli, Fimli, Himli, Jimli, Kimli, Ximli, Cimli, Vimli, Bimli, Nimli or Mimli.
OR (randomly) if the second character is from the other set, remove first and second character and replace them with another one from the same set randomly.
this would produce Imli, Ymli, Umli, Emli, Omli and Amli
OR (randomly) do both (any possible combination).
That would produce one of following, randomly Qimli, Qymli, Qumli, Qemli, Qomli, Qamli, Wimli, Wymli ..... you know, a cr-apton of possibilities.
Also I just realized .... I can simply code Racial Name Generators in LUA, so that it could be implemented to the Merge as simply as putting it into the scripts folder!
And instead of using Tolkien-esque names, I could get all the different Might and Magic and Heroes 1-4 names as a base to generate new ones for given races using algoritms! Suddenly I am excited! So that we would have a whole "M&M Racial Names Generator" for our community! Enrothian Human Names, Antagarich Human Male names, ... let's hope I can even find some names for Enrothian Minotaurs in the lore!
Then simply have a setting somewhere useComplexNameGenerators=false and if it is set to true, then the humans would get random names based on their paperdoll (since all three games have humans), and one-game races such as Minotaurs would get the generator based on which continent the player wants to start. And the optional modifications to the merge section would then just tell the user to switch that false to true to enable it. This would make even the purists happy. And I can put a Javascript version of that on my website, so people can test that out of the game!
Current table of base names to generate similar names with:
http://www.templayer.cz/storage/BaseNam ... atorV2.txt
Notes:
Open using GrayFace's TXT Table editor
Some names might appear to be for the wrong continent on a first glance. For example Ethric.
Given his placement in Enroth, you would say Enroth, right? Yeah, but he hails from Bracada.
The inverse is true for Jeddite.
The base names will be used to create new names using algorithms, that will be similar to them.
First base names will be excluded from the generated list.
There will be a 50/50 chance of having a surname, if surnames exist for the given race/continent.
Base surnames are not based on gender.
Took me over 18 hours searching the lore to do this.
It's missing the random peasant names, house NPC names that aren't as important, hireables from Jadame and the original name generator names. That will be the easy part to do.
Some surnames are excluded (Ironfist and Gryphonheart were splitted to Iron, Fist, Gryphon and Heart
)
If no variant exists, base name generator is used instead.
Settings (with defaults):
useComplexNameGenerator=false
complexNameGeneratorFiltering=0
complexNameGeneratorUseOnlyImportantNamesAsBases=false
0 - No filtering - doesn't generate names based on gender, race or continent. One big pile of names.
1 - Gender filtering - Male names for males and female names for females.
2 - Race filtering - filters based on race
3 - Race and Gender filtering - last two combined
4 - Continent filtering - filters the name based on continent
5 - Continent and gender filtering - 1 + 4
6 - Continent and race filtering - 2 + 4
7 - Continent, race and gender filtering - 1 + 2 + 4