On Tue, 5 Sep 1995, Chris Herringshaw wrote: > One funky thing I see here, is that it appears that the garbled > text changes each time. For example, if I say the words "Hello > there Sparky, you're a dead man!" six times, anyone not speaking > my language should see the same string six times, not 6 different > ones. I got around this by assigning each language an index > (Say like 5 10 15 20), and in the garble text routine, I > adjust the ascii value of the character by the index. If I > overrun the range of printable characters, I just wrap around. > The result is that the exact same string appears each time the > speaker says the same phrase. One major benefit of this is > that it allows a player to "learn" and recognize certain phrases > in foreign tongues, just as in real life. Therefore players > of different races can have at least minimal verbal interaction. > Of course you can also do an: "> emote says: Hi There!", but > that's not my problem to solve. You might also want to make things a little more playable by converting vowels to vowels, and consonants to similar consonants. That would make learning the language a lot easier. Take that a little farther and make certain consonants/vowels translate into entire syllables and you may get output that looks like an authentic language. Just a thought. I prefer to stick with the single language system :) Sam
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