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  (70 - 80 of 400)
Derpie 
Derpie  Aug 23 2013, 5:42am says:

Did you need some spriter help ?

+3 votes     reply to comment
Woseseltops Creator
Woseseltops Aug 23 2013, 5:57am replied:

Not at the moment, but thanks for the offer. I'll keep your name in mind.

+2 votes   reply to comment
Derpie 
Derpie  Aug 23 2013, 6:05am replied:

Make GUI more colorful, and make it not so big put elements seperately.

+3 votes     reply to comment
Derpie 
Derpie  Aug 23 2013, 5:50am replied:

Also the game look awesome, like Pokemon on GBA

+3 votes     reply to comment
kamikaze97441
kamikaze97441 Aug 23 2013, 2:09am says:

Why all the servers are empty?

+3 votes     reply to comment
Woseseltops Creator
Woseseltops Aug 23 2013, 5:30am replied:

Excellent question. The answer is because the chance of more people playing online at the same server at exactly the same time is relatively small if a game doesn't have hundreds of players. Even very popular indie games have this problem. The solution is to simply wait for others to join (people often join when they see somebody is already playing) or to invite your friends (there is an invite feature on the website).

+2 votes   reply to comment
fascka
fascka Aug 24 2013, 5:51pm replied:

where do i report bugs?

+2 votes     reply to comment
GalaxyC
GalaxyC Aug 22 2013, 11:57pm says:

This is definitely doing to be awesome!

+3 votes     reply to comment
zeewhitewolf
zeewhitewolf Aug 22 2013, 4:11pm says:

Hi, I reviewed the game you sent me :)
Youtube.com

+2 votes     reply to comment
Woseseltops Creator
Woseseltops Aug 23 2013, 5:24am replied:

Very nice review, and thank you for the compliments! :)

+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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