Re: Procedural game design

Words have meaning depending on the context and circumstances in which they are used, it can simply be a matter of constructing a fictional scenario or situation to define its meaning by giving it context. This sort of thing also happens to existing words being redefined to have new additional meaning or contexts.

For example:

The Florbiglast is an alien creature found in the shallow depths of argon vapor on LV723, it typically subsists on impurities in the argon vapor awhilst free floating around, like a terrestrial jellyfish. When agitated however, the Florbiglast tends to constrict itself, resulting in it falling to its unfortunate death on the surface below. When researchers observed this, they took to using the phrase "Florbiglasted" when someone would become agitated and do something that made a situation worse, often resulting in physical self harm, like getting upset at some scientific readings or glitchy equipment, hitting the instrument, and causing themselves harm. "Jim Florbiglasted himself on the scanner yesterday, and ended up in the med center".

So now i've just defined a new word by giving it context, but this could also apply to an existing word by applying a new meaning to it. If the words you put together don't seem to sound right, consider generating flavor text to give them context. Dwarf Fortress in particular does this to a rather extreme degree, generating entire mythologies and civilizations. As an aside, you might want to try mining the Roguelike Genre for ideas, they typically make heavy use of procedural generation, things like the 7DRL competition, Cogmind, Ultima Ratio Regum, etc. There's also a few resources [here] and [here] that might be useful.

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