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Author Topic: Random fish generator[2], random plant generator[1].  (Read 8523 times)

gamerman

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Random fish generator[2], random plant generator[1].
« on: August 05, 2008, 11:45:24 pm »

Note: name[n], n is the number of updates to the program.

Not that any one saw it, but forgot to make it put "[OBJECT:MATGLOSS]" at the top.

Update: I have the first version of the random plant generator out.

Updates are crossed out in the list.

Ok, I changed the name. it now loads the file in my lower comment, and then uses that in the name. so now you have
[WORD][WORD]
the [WORD]
the [WORD] fish
the [WORD][WORD]
the [WORD][WORD] fish
[WORD] fish.

I got the Random Fish.

hit enter to switch between the settings and generating a fish.
left and right change the amount of times to make a creature.
up and down the switch between the location and file name. end it with a \, and I believe it needs a existing folder.

---
Well, I was bored, and made a random plant generator, which I still need to work on a little more. And today I was thinking about how little fishes there are, so copied the plant generator, and edited it to make plants. after carefully hunting down a possible location I found some of my fishies. right now it works where it shows the generated fish's data. it does this after it saves it to the bottom of your "creature_small_riverlake.txt" file. When your in it, just hit, or hold, enter to make another fish. this will start to slow down after a while.

Currently the name is made from my own little random name generator that [should] make pronounceable names. let me know if you get something odd so I go fix it up. the preference string is currently just "*their colour* colour* (i.e. dark red colour) the game [should] have it say "for their" before it, right?. most of the stuff is the same as everything else.

Currently planned features:
ability to change the different values
ability to choose if you save the fish or not
ability to choose a different file to save it to
ability to change the length of a name, minimum and maximum.
generation of large, and dangerous fish creatures.
ability to generate a certain amount of fish at once.


random fish generator
random plant generator
random vermin generator
random civ generator
random body generator
random mineral generator
and any other possible things that I could have randomly generated.
[underlined means in production, strike through means done.]


comments and suggestions greatly appreciated required.

Fish:



download .zip

download .rar


Plant:

Download .rar

Download .zip


put it with dwarf fortress so it can find the proper location to save to.




Also, this is amazing.
« Last Edit: August 07, 2008, 09:56:54 am by gamerman »
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PTTG??

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Re: Random fish creator.
« Reply #1 on: August 06, 2008, 01:00:44 am »

Very clever, very clever. I hope to see the random mineral generator!
I'll give it a try.
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Zironic

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Re: Random fish creator.
« Reply #2 on: August 06, 2008, 01:36:27 am »

Necesity: Realistic Names - they are pretty Alien sounding right now - maybe use dwarfish words - and with a little ( a ton - as I have learned from learning a little code) work - make the words apply effects - like if the plant is named: Zustashucat - or Ancient-Beer - the plant would make a tasty - however older - style of beer - maybe poisoness to the population now

Examples in Fish generation:
tosidfer - or Armor Beast - would be a fish with a high damblock - and maybe drops armor at death?
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Deon

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Re: Random fish creator.
« Reply #3 on: August 06, 2008, 01:49:26 am »

Yeah, armor with a size of 3.
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Zironic

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Re: Random fish creator.
« Reply #4 on: August 06, 2008, 02:52:05 am »

Gigantic fish!
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Rooster

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Re: Random fish creator.
« Reply #5 on: August 06, 2008, 03:23:36 am »

I would Like to generate randomly EVERYTHING!
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mizipzor

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Re: Random fish creator.
« Reply #6 on: August 06, 2008, 03:46:57 am »

A very clever idea indeed. How would you feel about incorporating that fish/plant generator into the DFCreatureCreator Im working on? Maybe it would make a nice base/working fish to get going when creating one.
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TheSpaceMan

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Re: Random fish creator.
« Reply #7 on: August 06, 2008, 05:24:17 am »

Yeah. One of the sidegoals of the entire creature creature toolchain will be to be able to press a button and get a total random world based on some player specified values like x good y bad races (or not up to the player)

I like it keep up the good work. :)
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Bodypart names, creatures names in one easily overviewable place.

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gamerman

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Re: Random fish creator.
« Reply #8 on: August 06, 2008, 09:35:42 am »

Thanks everyone.

about the names, there randomly made by choosing a letter that I allow after the previous letter, I'll probably work out something different. possibly like loading the dwarfish language from the file or something.

But for today I plan on getting the saving of the fish better, a certain amount generated, and the save file. Then I'll finish up the plant generator, I'll update the name. after that I'll work on the mineral generator. The body generator will be fun, 5 armed beasts with 3 to 5 joints in each arm with 2 heads and 3 leg.

Quote from: Zironic
Necesity: Realistic Names - they are pretty Alien sounding right now - maybe use dwarfish words - and with a little ( a ton - as I have learned from learning a little code) work - make the words apply effects - like if the plant is named: Zustashucat - or Ancient-Beer - the plant would make a tasty - however older - style of beer - maybe poisoness to the population now

I don't think you can really change that about the beer, correct me if I'm wrong.
« Last Edit: August 06, 2008, 09:46:49 am by gamerman »
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Zironic

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Re: Random fish creator.
« Reply #9 on: August 06, 2008, 12:16:19 pm »

probably not : (
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gamerman

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Re: Random fish creator.
« Reply #10 on: August 06, 2008, 02:33:47 pm »

Ok, I've updated the plant generator.

Still a little more to work on with it, but I'm done working on it for the day. I'll work a bit on the plant generator, try and get that working for today.

Edit: ok, I've got it loading words from "language_words.txt", 2107 words I believe it was, unless I'm doing it wrong. so much for not working on my fishies.
« Last Edit: August 06, 2008, 04:20:44 pm by gamerman »
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gamerman

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Re: Random fish generator[2], random plant generator[1].
« Reply #11 on: August 07, 2008, 01:03:12 pm »

Sorry to double post, but I have the plant generator out now.
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Fieari

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Re: Random fish generator[2], random plant generator[1].
« Reply #12 on: August 07, 2008, 04:32:06 pm »

Does your fish generator allow for fish being made out of exotic materials?  Like a goldfish that's literally made of gold?  You could hook it into the naming scheme so that if the fish is made out of a material, it always has the material name in the name somewhere...

As an additional feature, you could make a smaller subset of them drop statues of their material type.  Or coins, or bars, or something.
« Last Edit: August 07, 2008, 04:33:38 pm by Fieari »
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