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Burt
Random Old Guy
Posts: 333
Filters: 12
Hi,

As an occasional wannabe writer, and as many game story types may also tell you, designing believable languages and rules for fictitious races can be a bear. I'm speaking of 'spoken' or written languages, and naming locations, people and such in a believable way based on these rules.

There are lots of conlang groups and linguist types out there like http://zompist.com/ (see Language Construction Kit) with lots of brain power creating rules. As a visual thinker I'd love to see a FF style approach to procedurally generate conlangs (constructed languages).

For example maybe you could take some rules for a known language - say Estonian, feed in a list of accepted base words that would be analyzed and you have some sort of rule set. Apply one filter designed to 'age' a language based on say dipthongs evolving or devolving into other letters. Or marry in a second ruleset from a 'conquering race' and have the languages affect each other.

After tweaking then ideally you could feed in say an English page, or word list or phrase and pop out something consistent in your conlang.
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xirja
Idididoll Forcabbage

Posts: 1698
Filters: 8
My guess is that a FF style approach to procedurally generate conlangs would be a rather tangled mess. I had plenty fun creating associations for Go Figure, and seeing that, I would rather not again.

Had some fun with this though: http://reference.wolfram.com/language...dData.html
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