initiative.sh
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Implement place name generators
Most Places still lack name generators, so the only way to create a blacksmith (for instance) is blacksmith named Blah
. The only Place that currently has a generator is the Inn.
Existing implementation example: core/src/world/place/building/business/inn.rs All recognized Places can be found in submodules of core/src/world/place
This is a tracking issue for the rather extensive list of Place types, which I won't attempt to exhaustively list here at this point. Individual issues should be created to track work done on name generators for a particular subtype.
- Building
- Business
- [ ] Arena
- [ ] Armorer
- [ ] Bakery
- [ ] Bank
- [ ] Bar
- [ ] Bathhouse
- [ ] Blacksmith
- [ ] Brewery
- [ ] Casino
- [ ] Club
- [ ] Distillery
- [ ] Fighting Pit
- [ ] Food Counter
- [ ] Forge
- [ ] Furniture Shop
- [ ] Furrier
- [ ] General Store
- [ ] Guild Hall
- [ ] Imports Shop
- [x] #109
- [ ] Jeweller
- [ ] Lumberyard
- [ ] Magic Shop
- [ ] Mill
- [ ] Pet Store
- [ ] Restaurant
- [ ] Specialty Shop
- [ ] Spirits Shop
- [ ] Stable
- [ ] Textiles Shop
- [x] #332
- [ ] Trading Post
- [ ] Vault
- [ ] Wainwright
- [ ] Warehouse
- [ ] Weaponsmith
- [ ] Woodshop
- Education
- [ ] Academy
- [ ] College
- [ ] Library
- [ ] School
- [ ] University
- Government
- [ ] Court
- [ ] Embassy
- [ ] Guardhouse
- [ ] Palace
- [ ] Prison
- Military
- [ ] Barracks
- [ ] Base
- [ ] Castle
- [ ] Citadel
- [ ] Fort
- [ ] Fortress
- [ ] Keep
- [ ] Stronghold
- [ ] Tower
- Religious
- [ ] Abbey
- [ ] Cemetery
- [ ] Crypt
- [ ] Mausoleum
- [ ] Monastery
- [x] #297
- [ ] Temple
- [ ] Tomb
- Travel
- [ ] Bridge
- [ ] Duty House
- [ ] Ferry
- [ ] Gate
- [ ] Lighthouse
- [ ] Market
- [ ] Pier
- [ ] Portal
- [ ] Shipyard
- Business
- Location
- Geographical
- [x] #301
- [ ] Canyon
- [ ] Cave
- [ ] Chasm
- [ ] Glacier
- [ ] Grove
- [ ] Hill
- [ ] Island
- [ ] Monolith
- [ ] Oasis
- [ ] Pass
- [ ] Peninsula
- [ ] Ridge
- [ ] Rift
- [ ] River
- [ ] Tree
- [ ] Valley
- Landmark
- [ ] Farm
- [ ] Fountain
- [ ] Garden
- [ ] Harbor
- [ ] Mine
- [ ] Monument
- [ ] Ruin
- [ ] Street
- [ ] Wall
- Settlement
- [ ] Camp
- [ ] Capital
- [ ] City
- [ ] District
- [ ] Outpost
- [ ] Town
- Geographical
- Region
- Geography
- [ ] Archipelago
- [ ] Barrens
- [ ] Coastline
- [ ] Continent
- [ ] Desert
- [ ] Forest
- [ ] Jungle
- [ ] Lake
- [ ] Marsh
- [ ] Mesa
- [ ] Moor
- [ ] Mountain
- [ ] Ocean
- [ ] Plain
- [ ] Plateau
- [ ] Reef
- [ ] Sea
- [ ] Swamp
- [ ] Tundra
- [ ] Wasteland
- [ ] World
- Political
- [ ] Barony
- [ ] CityState
- [ ] Confederation
- [ ] Country
- [ ] County
- [ ] Domain
- [ ] Duchy
- [ ] Empire
- [ ] Kingdom
- [ ] Nation
- [ ] Principality
- [ ] Province
- [ ] Realm
- [ ] Region
- [ ] Territory
- Geography
I'd like to work on the shrine place generator
edit: I'd like to work on many of the generators, but I figured I'd start with this one since It'd be my introduction to rust
@alfonsomartinezs Sure thing! If you want a guide, you can find the sole existing generator at core/src/world/place/building/business/inn.rs, although it's pretty rudimentary (not much more sophisticated than the d20 table in the DM's Guide).
There exists a description field, but it isn't yet used for anything. Generating descriptions for NPCs and Places is somewhere on my roadmap.
I've updated the ticket with a list of all entities and created a ticket for the Shrine. Please let me know if you have any questions.
Spitballing re: #298:
Even with two generators roughed in, there's starting to be some overlap in vocabulary (right now, animals and I guess technically numbers). I'd like to start bubbling that overlap up, so that ideally each subsequent generator will require less and less brainstorming.
The other long-term goal I have for the place generators is for them to have alignments and wealth commensurate with the location where they are found, so in Evilton you're more likely to have a pub called The Hanged Man while in Richvale you'll encounter The Gilded Lily. Which will ultimately imply an architecture where the vocabulary generators are aware of the Demographics
, and where each term has a good/evil/rich/poor weight associated with it. That seems like fodder for a future refactor rather than a premature optimization for today, however.
Hey there, I think I'd like to try my hand at adding some generators for Location -> Geography.
Spitballing re: #298:
Even with two generators roughed in, there's starting to be some overlap in vocabulary (right now, animals and I guess technically numbers). I'd like to start bubbling that overlap up, so that ideally each subsequent generator will require less and less brainstorming.
Perhaps a very simple way to start with this might be to simply add shared constants for things like enemy
and animal
to DRY things up until a clear pattern emerges.
Hey, I am interested in working on a name generator (I am thinking theatre) as a way to start learning Rust!
@azylko Sure thing! Take a look at some of the completed tasks in the list to get a sense of how the generators are set up, and don't hesitate to @ me if you have any questions.
#332
I would like to make a first version of a Blacksmith name generator. Since today is a holiday here, and I don't know how much more time I'll have for this besides today, I'll go ahead and get started.