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Another Town Generator. Still....
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<blockquote data-quote="GregoryTechSoft" data-source="post: 6754925" data-attributes="member: 57512"><p>Further from an old thread "Town-and-Village-Generator" and thanks to user "towngen"....</p><p></p><p>Five years and three months later, ... ahem. Has it really been so long?? Anyway ... I'll pick up where I left off. I had once started a project based (partly) upon Walter Reibsch's source code, but left it setting for too long.</p><p></p><p>Still tinkering around with my adaptation of Walter's source and the results of John J Kroetch's ADnD TownGen applet; I'm creating some interesting JavaFX (FXML) layouts which can be beautifully styled with a little CSS. I've also been working with reading the runtime data from JJK's applet, and I believe I've just about got the whole binary format figured out (a-k-a, "reverse engineered", thanks to using Hexinator on the binary files), so I only need to create the classes to read the data into a Java input stream.</p><p></p><p>Also, I see a point at which, once the capability to reliably generate <em>individual</em> towns or villages exists, then why not wrap it all together into a more complex <em><strong>kingdom or world generator?</strong></em> (If there weren't already enough such applets out there.) Just need to know things, aside from what "nationally-affects-locally" or vice-versa, which types of kingdom-level or world-level data would also need to be maintained in a gaming project.</p><p></p><p>Finally, since I believe in keeping things open-source, the source code will ultimately be kept in a public repository, for those people so interested in either supporting the project or forking it for their own purposes, which is, I believe, what Walter originally intended with giving out the source for the project in the first place.</p><p></p><p>I guess what I'm ultimately saying, is ... I've been absent from enworld for quite some time, not that anyone would remember me from most of a decade ago, and that my tabletop/pen-and-paper roleplaying tends more to the Alternity Science Fiction Roleplaying Game System; but my above project is meant to be open enough for medieval or futuristic generation, within limits -- so, I'm not entirely sure what's currently being used for generating and maintaining game communities/locations/nations/worlds.</p></blockquote><p></p>
[QUOTE="GregoryTechSoft, post: 6754925, member: 57512"] Further from an old thread "Town-and-Village-Generator" and thanks to user "towngen".... Five years and three months later, ... ahem. Has it really been so long?? Anyway ... I'll pick up where I left off. I had once started a project based (partly) upon Walter Reibsch's source code, but left it setting for too long. Still tinkering around with my adaptation of Walter's source and the results of John J Kroetch's ADnD TownGen applet; I'm creating some interesting JavaFX (FXML) layouts which can be beautifully styled with a little CSS. I've also been working with reading the runtime data from JJK's applet, and I believe I've just about got the whole binary format figured out (a-k-a, "reverse engineered", thanks to using Hexinator on the binary files), so I only need to create the classes to read the data into a Java input stream. Also, I see a point at which, once the capability to reliably generate [I]individual[/I] towns or villages exists, then why not wrap it all together into a more complex [I][B]kingdom or world generator?[/B][/I] (If there weren't already enough such applets out there.) Just need to know things, aside from what "nationally-affects-locally" or vice-versa, which types of kingdom-level or world-level data would also need to be maintained in a gaming project. Finally, since I believe in keeping things open-source, the source code will ultimately be kept in a public repository, for those people so interested in either supporting the project or forking it for their own purposes, which is, I believe, what Walter originally intended with giving out the source for the project in the first place. I guess what I'm ultimately saying, is ... I've been absent from enworld for quite some time, not that anyone would remember me from most of a decade ago, and that my tabletop/pen-and-paper roleplaying tends more to the Alternity Science Fiction Roleplaying Game System; but my above project is meant to be open enough for medieval or futuristic generation, within limits -- so, I'm not entirely sure what's currently being used for generating and maintaining game communities/locations/nations/worlds. [/QUOTE]
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