Olvand is a little multiplayer sandbox RPG, where the players live in self-built towns and can go on all kinds of adventures together. Imagine living with your friends in a small town in the mountains, or creating a new group of friends in a pub in the metropole you all live in. There will be several minigames the inhabitants of a server can play together, among which will be combat based games like King of the Hill or Capture the Flag. You will be able to play against other people in your city, or as a city against another city, or as a whole server against another server. The combat works with self-built guns, in which all kinds of powers can be combined to create unique effects. You can sign up to be a tester on olvand.com.

Some pictures of what I want to add in the future:

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Building a little town together A fishing contest Mining for materials
Blog RSS Feed Report abuse Latest News: The cave name generator

0 comments by Woseseltops on Jan 24th, 2015

Hi all! Last time, I already showed you a little bit of the cave name generator. Let's go into more details of why I implemented it and how it works.

Why
If you read this weblog regularly, you know there are a few main problems with the game I try to fix. A problem that players often identify, but that I rarely mention, is the fact that there isn't much variation in the game world. If you get lost, there are very few 'anchor points' you could use to find your way back, because all places look so alike.

While this is true, fixing it is not my main priority, as I feel the negative emotions caused by this problem are small in comparison to some other problems (like the problem that it is unclear what to do in the game). However, it is really really problematic when it comes to caves, the main feature I'm currently working on. Caves are scattered across the landscape, and their main selling point is that they are randomly generated. However, if players won't be able to tell the caves apart in the landscape, they might as well not realize that all caves are different.

So how do I help players telling caves apart? Giving all of them a wildy different exterior is probably the best solution, but I'm not sure whether I would be able to find the right balance between them being pretty, clearly different, while also making it clear that they are all still caves. I believe the second best solution is that there should be something that strikes the eye INSIDE caves that is different for each one. That's where cave names come in:


And on a more practical note, this allowed me to write another generator algorithm, which is love, because it's a piece of code that is completely separate from the rest of the game. This means I can write it on any computer, wherever and whenever I want. This name generator, for example, was already created more than a year ago in a hotel room and on a plane while on a business trip to Bratislava.

How
All right then, how does the algorithm work? I'm a computational linguist by profession, so I'd love to tell you now that I have used some supersmart and intelligent algorithm to analyze existing names, discover patterns in the language, and use that to generate a brilliant generation module... but it's actually a really simple system that glues syllables that I like.

Not sure what 'kind' of names I wanted, I decided I wanted to try to make a generator that created names with a more magical Elvish feel (say, Tolkien's Sindarin) and a name with a more harsh, Klingon-like feel. I collected syllables for both; think of syllables like 'aer', 'loth', 'las', 'el' for Sindarin, and things like 'K'tah', 'Kra','gho', 'tach' and 'oq' for Klingon.


The next thing I did was some experimentation to find out whether these syllable 'sound' good in the beginning, middle or end of the names. For example, 'ien' works really well at the end of names to give it an Elvish feel, but not some much at the beginning, and the Klingon-like 'Kro' works really well at the beginning of words, but not so much at the end.

Want to know what the algorithm can do? Here you go:

Klingon-style
Al Banang, O Ghochinkri, Kronooq, Tan Quetuorf, Qaghomagi , Karia, Val Kruoorf, Tah Pin'ria, Quetach, Val Ban'ria, Banmagi, Chighochaq, Tan Queria, Pintach, Kratamagi, Quekri, Qatuang, Tah, Katalkri, Chonvalpok, Shin Bantupok, Chonria, Tan Gai'ang, Krutak, Queang, Quegan, Kla'otak, Ka'ang, Shin Qagan, Chonang, Tan Qatulia

Sindarin-style
Glorond, Araberia, Ganbeon, Riestel, Lothelas, Celaeien, Mithala, Elel, Araäeria, Ellaria, Lothbeir, Gloron , Laiond, Nimegria, Glorbeon, Rias, Ellaäeël, Mithel, Nimir, Celbeëll, Lothria, Lothbeien, Nimas, Imellas, Glorbeël, Lothbeala, Glaeron, Gloregel, Laiegian, Aerbeël

If you want more development, see [twitter] or [facebook]. If you want to be a tester, you can subscribe on[olvand.com].

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Post comment Comments  (360 - 370 of 400)
HeroxZ
HeroxZ Sep 9 2012, 2:49pm says:

So do you have any plans with the gui?
cause it would be sorta cool if u had the health and name stuff in the top right and move the armor to the left side of the inventory and remove the right box

+2 votes     reply to comment
Woseseltops Creator
Woseseltops Sep 10 2012, 1:47am replied:

Well, I know that the GUI will change some day (it's quite large and sometimes unintuitive atm), but it'll do for now. When I redesign it, I'll consider your ideas :). Thanks!

+2 votes   reply to comment
HeroxZ
HeroxZ Sep 8 2012, 7:45pm says:

Looks like a great game would love to test :D
i like the pokemon type graphics
keep up the good work

+2 votes     reply to comment
Woseseltops Creator
Woseseltops Sep 9 2012, 2:34am replied:

Thank you, and the graphical style of Pokemon indeed was the main inspiration!

+2 votes   reply to comment
Kuroi_Mato
Kuroi_Mato Sep 1 2012, 1:51pm says:

nice looking game i am tracking.

+3 votes     reply to comment
Rhyl3yMaster
Rhyl3yMaster Aug 28 2012, 12:40pm says:

Lol only one of them in canada is in Alberta :D. Hey thats me :O

+2 votes     reply to comment
lolpew
lolpew Aug 24 2012, 3:30am says:

Looks like the game I've dreamed of, looking forward to beta :)

+3 votes     reply to comment
Woseseltops Creator
Woseseltops Aug 24 2012, 8:27am replied:

It's my dream game too - that's why I started making it :).

+1 vote   reply to comment
Metaloid
Metaloid Aug 22 2012, 12:42pm says:

Get Track'd.

Can't wait till Alpha comes around.

+2 votes     reply to comment
jesse805
jesse805 Aug 21 2012, 4:28am says:

it saids Released Aug 18, 2012 so how do we play it??

+2 votes     reply to comment
Woseseltops Creator
Woseseltops Aug 22 2012, 2:06am replied:

Because I uploaded the first playable test build on Desura on August 18. It's just an upload to see if the integration with Desura I built so far worked, playtesting hasn't started yet. It's indeed very confusing that it says the game is released already, but as far I know there's nothing I can do about it.

+1 vote   reply to comment
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Olvand
Platform
Windows
Developed By
Woseseltops
Engine
Custom Built
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Official Page
Olvand.com
Release Date
Released Aug 18, 2012
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Highest Rated (5 agree) 10/10

Looks really interesting and really needs a good playerbase!

Oct 8 2012, 8:30am by fastfire10

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