April 1999
- In-Game Languages Eli Stevens {KiZurich}
- In-Game Languages Per Vognsen
- In-Game Languages Chris Gray
- In-Game Languages Caliban Tiresias Darklock
- In-Game Languages Eli Stevens {KiZurich}
> From: mud-dev-admin@kanga.nu [mailto:mud-dev-admin@kanga.nu]On Behalf Of
> Chris Gray
> This is an interesting technique. Certainly faster than others I've
> heard of. I'm curious as to how you came up with it. Is there some
> linguistic basis behind needing only ten letters? Certainly the full
> 26 aren't really needed, but I'm surprised that only 10 are. Can you
> give some of the "philosophy" behind this, or was it mostly trial and
> error to produce something that works as desired?
I originally wrote something similar to this back in high school (all of
three or four years ago now :), so the details of how i thought it up are
mostly fuzzy.
I chose ten because all of the array indices would be single digits, keeping
the tables nice and neat. Necessity is the mother of invention. :P
Basically, I thought "What words sound like they are Elven?" ... Allow me
to quote from The Fellowship of the Ring, chapter: Farewell to Lorien:
Ai! laurie lantar lassi surinen,
Yeni unotime ve ramar aldaron!
Yeni ve linte yuldar avanier
...
Nai elya hiruva. Namarie!
The things that stand out, to me, are the abundance of vowels, few "hard"
sounds (as in English D, K, X, T, B, etc.), and the common soft consonants
(I do not know if this is the correct term for them, but you can draw them
out smoothly): L, R, N, V, etc.
char elven[10] = { 'a', 'e', 'l', 'f', 'u', 'r', 'n', 'w', 'h', 'o' };
English translation of song above (Tolkien's):
Ah! like gold fall the leaves in the wind,
Evlen from code snippet:
au! uene wauu newu fae ueanel of fae rofu,
Looking back, if I wanted to make the code output more like Tolkien's, I
would remove the 'w', add 'y', perhaps a 'd', etc.
The code requires a lot of tweaking to the language array if it needs to be
"just right," but can be passably decent without much effort. :) One
downside to the tables being static is that all the languages end up with
very similar looking patterns. Also, changing the tables to fix how one
language sounds could possibly corrupt the other ones, throwing them off
balance. I recommend trying to change the tables as little as possible.
> How does someone with the given language skill read the output? Do they
> simply get the untranslated version, and others get the translated
> version?
Yes, most likely the Player object would be passed the text and a language
indicator. The Player object would be responsible for determining how well
that Player could understand it, and translating (scrambling) it as needed.
> Does this work for written material too? (It could - you would just have
> to have a language flag on all text, and do the translation on final
> output to the player, so that a player could carry around a Dwarvish
> book, and finally read it after learning the skill.)
It could, and will, if/when i ever get anything close to a codebase up and
running. :) Hopefully this summer. :) Anyone is free to use the code,
and if you put it to good use, let me know. I would like to see it.
One thing i look forward to is being able to name MUD locations after their
Elven meaning... :)
Also, my thanks to Per Vognsen (Phaerus) for finding the post by KaVir. :)
Silence is s't'ss' in Skaven ;)
Eli - In-Game Languages Matthew D. Fuller
- In-Game Languages Mik Clarke
- In-Game Languages Michael Hohensee
- In-Game Languages Ben Greear
- In-Game Languages Michael Hohensee
- In-Game Languages Mik Clarke
- In-Game Languages Hans-Henrik Staerfeldt
- In-Game Languages David Bennett
- In-Game Languages Richard Woolcock
- In-Game Languages Hans-Henrik Staerfeldt
- In-Game Languages Caliban Tiresias Darklock
- In-Game Languages Hans-Henrik Staerfeldt
- In-Game Languages Andrew Ritchie
- In-Game Languages Matthew D. Fuller
- In-Game Languages adam@treyarch.com
- forward: consistency Ola Fosheim Grøstad
- Confined Gameworld Ling
- Confined Gameworld Caliban Tiresias Darklock
- Confined Gameworld Richard Woolcock
- Confined Gameworld Eli Stevens {KiZurich}
- Confined Gameworld The Wildman
- Confined Gameworld Koster, Raph
- User centered? Ola Fosheim Grøstad
- User centered? Caliban Tiresias Darklock
- User centered? Marc Bowden
- User centered? Adam Wiggins
- User centered? Richard Woolcock
- User centered? Benjamin D. Wiechel
- User centered? Koster, Raph
- target audience Matthew Mihaly
- target audience Caliban Tiresias Darklock
- target audience Marc Bowden
- Fw: Self-organizing worlds (was: Elder Games) Kylotan
- Fw: Self-organizing worlds (was: Elder Games) Matthew Mihaly
- ScryMUD 1.8.11 released. Ben Greear
- Mud driver architecture info B. Scott Boding
- Blending graphics with text u1391470
- Blending graphics with text Laurel Fan
- Blending graphics with text Kylotan
- Blending graphics with text Chris Gray
- Blending graphics with text J C Lawrence
- Blending graphics with text Caliban Tiresias Darklock
- Blending graphics with text Chris Gray
- Blending graphics with text Ola Fosheim Grøstad
- Blending graphics with text Hans-Henrik Staerfeldt
- Blending graphics with text Mik Clarke
- Blending graphics with text u1391470
- Blending graphics with text claw@kanga.nu
- Blending graphics with text Alex Stewart
- Blending graphics with text J C Lawrence
- Virtual machine design Shane King
- Virtual machine design Alex Stewart
- Virtual machine design Jo Dillon
- Virtual machine design Ben Greear
- Virtual machine design Niklas Elmqvist
- Virtual machine design Shane King
- Virtual machine design Ben Greear
- Virtual machine design claw@kanga.nu
- Virtual machine design Alex Stewart
- Virtual machine design Felix A. Croes
- Virtual machine design Eli Stevens {KiZurich}
- Virtual machine design Mik Clarke
- Virtual machine design Schubert, Damion
- Virtual machine design Ben Greear
- Virtual machine design Ben Greear
- Virtual machine design Felix A. Croes
- Virtual machine design Matthew Mihaly
- Virtual machine design Hans-Henrik Staerfeldt
- Virtual machine design claw@kanga.nu
- Virtual machine design Mik Clarke
- Virtual machine design Oliver Jowett
- Virtual machine design Chris Gray
- Virtual machine design claw@kanga.nu
- Virtual machine design Chris Gray
- Virtual machine design Ola Fosheim Grøstad
- Virtual machine design claw@kanga.nu
- Virtual machine design Petri Virkkula
- Virtual machine design Ben Greear
- Virtual machine design Chris Gray
- Virtual machine design Ola Fosheim Grøstad
- Virtual machine design Nathan F Yospe
- Virtual machine design Ola Fosheim Grøstad
- Virtual machine design Petri Virkkula
- Virtual machine design Jon A. Lambert
- Virtual machine design Koster, Raph
- Virtual machine design Jon A. Lambert
- Virtual machine design Chris Gray
- Rebooting (was: Virtual machine design) Eli Stevens {KiZurich}
- Game design highpoints (was Virtual machine design) claw@kanga.nu
- Sockets Quzah [softhome]
- ScryMUD 1.8.13 snapshot released. Ben Greear
- Interview I did that may interest you Koster, Raph
- Censorship Greg Munt
- Censorship Ben Greear
- Censorship Matthew Mihaly
- Censorship Shawn Halpenny
- Censorship Darren Henderson
- Censorship Quzah [softhome]
- Censorship Hans-Henrik Staerfeldt
- Python B. Scott Boding
- Python Gaffney, Jeremy
- AW: Censorship Hofbauer Heinz
- AW: Censorship Matthew Mihaly
- AW: Censorship Damion Schubert
- Censorship, Virtual v Artificial Worlds, Python Greg Munt
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Ben Greear
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Ben Greear
- Censorship, Virtual v Artificial Worlds, Python Dan
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Marian Griffith
- Censorship, Virtual v Artificial Worlds, Python Benjamin D. Wiechel
- Censorship & Its Impact On World Immersion Greg Munt
- Censorship & Its Impact On World Immersion Matthew Mihaly