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Thematic Index prototype

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larienna
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I recently played a lot with access to see how I could setup a database to make a game thematic index and see how the output could be. I made some test and printed some prototypes. I'll linked the PDFs from this thread.

First, there is a classification scheme. I have only included the scheme of the first class which are the objects. The rest of the scheme is not designed yet. In the following PDF, you can see the structure of the scheme. There are a lot details missing, since you can add to the base number many things like auxiliary table, cutters, and a time table. So here is the classification scheme prototype

http://ariel.minilab.bdeb.qc.ca/~ericp/tempbgdf/Report_ClassificationSch...

This report is used to see the structure. There is a more detailed report that include rules and comments for the classification.

The next thing I want to show you is how the actual word list could appear in the end. The words are sorted according the the various classification scheme level. In the prototype below, there are a few stupid/non-sense information. These are simply used for testing stuff, so don't be surprised to see "hello" in there.

http://ariel.minilab.bdeb.qc.ca/~ericp/tempbgdf/Report_WordIndex_Prototy...

Right now, the database looks nice. There are still missing features, like input forms, and there are probably going to be additional changes. But I could get started to input my first data for more complex testing.

The rest of the classification scheme needs to be designed. I'll probably send a copy of my first draft here for comments and approval.

I am also not sure how I should exactly call it. Maybe "Game designer's thematic index" or an abbreviation of like GDTI or GaDeThIn, etc. Any ideas?

Pastor_Mora
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Let the system draw the tree

Hi Eric

I see you are working on a database that expands like a tree, in branches. It is the simplest type of database, but t I feel that this alone may not be the most efficient way to do it in the long run. I say this because when you add an element to the database you are doing the machine’s work, that is, categorize. And machines do that much more efficiently than you could ever.

So, my advice would be this: add attributes to the elements, and let the database sort them out when a query is run by the user. For example:

Attribute – Code: (99999 number system input)
Attribute – Name: (30 character user input)
Category – Name: (50 character admin input) with separate search engine
Category – Era: Prehistoric; Ancient/Medieval; Modern; Futuristic, Other
Category – Setting: Historical, Epic Fantasy, Sci-Fi, Extra-Planar, Other
Category – Type: Location, Building/Room, Fantastic Creature, Normal Creature, Higher Creature, Wearable Item, Gear, Furniture, Machinery, Vehicles, Other
Category – Use: Magic, Military, Tools, Luxury, Production, Knowledge/Map, Other
Attribute – Description: (200 character admin input) only description from in-game encyclopedia allowed, send a screen capture for admin to input

Then, you develop a filtered report (list). For example:
Futuristic + Sci-Fi + Building/Room + Production = (code) Hydroponic Farms (Master of Orion Series), etc.

Later, you can develop a filtered report (description) and filtered report (complete).

Then, if everything goes well, you can do a multilingual variant!

Keep thinking!

larienna
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I understand a bit what you

I understand a bit what you want to say. You want to develop the notion of facet.

well, the "Tree" you are seeing is the 1st facet.

The time period, cutter, groups, etc are each independent facets which are not part of the "tree".

The "tree" is really to group stuff from general to specify. Is to make sure you don't end up with weapons classed next to creatures classed next to government types.

The other facet are to refine and sort the elements or maybe filter (did not thought about this) if there are too much elements.

Pastor_Mora
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No index

If I'll be writing a book, I'll do an index, with an ordered sequence of the elements contained. In a database, I only think how will queries and reports be looking like. A pile of inaccesible data won't do no good, so the key to a database are good query and report tools. I'm not a database specialist and I'm not sure about the proper terms. I did took for granted there would be many many many elements, as you have a "Hanging from the wall" or something furniture-type item category. Else you are facing a lot of empty/unused categories and a world of pain when adding a new item or trying to design a useful query or output form.

Keep thinking!

larienna
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There is one point that you

There is one point that you need to consider is that this database is not used for searching, it is used for browsing.

User will not be searching a specific information or a specific entry, they would browse throught a list of entries to get ideas for their own design.

So this is a reason why for example, I don't not need a sophisticated search engine and browsing the pages of a (paper-PDF) index could probably do the job for most people.

Still, I like the idea of filters. If I am making a science fiction game, I might only include the high technology and science fiction entries so that it speed up the browsing.

Now some comments about your entries suggestions:

"Category – Era: Prehistoric; Ancient/Medieval; Modern; Futuristic, Other"

This has been done. There are 6 time period which includes fantasy and alternate reality. Each time period has clear indication on which technology is required to pass to the next period. The periods are: Prehistorical, ancient, renaissance, modern, High Technology and science fiction. Of course time period are optional since some concepts does not have any.

"Category – Setting: Historical, Epic Fantasy, Sci-Fi, Extra-Planar, Other"

This has been rejected. The problem is that there is an infinite amount of setting. So I mostly rely on the technology level of the time period. A fantasy setting still have a time period, the fact of beign realistic or not has no importance.

"Category – Type: Location, Building/Room, Fantastic Creature, Normal Creature, Higher Creature, Wearable Item, Gear, Furniture, Machinery, Vehicles, Other"

This is the classification scheme in the document. The possibility of contents are so vast that they need to be regrouped an organized in a tree structure. I intend to use at most 3 level deep.

Attribute – Description: (200 character admin input) only description from in-game encyclopedia allowed, send a screen capture for admin to input"

I decided to remove descriptions. I am not making a dictionnary. If people want to know the meaning of a word, they can search for the definition elsewhere. I really just want a word list to stimulate creativity.

I hope its clearer.

Relexx
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DB Design...

I don't know how much you know about DB design, so I will offer my services if you wish help.

The key thing to remember about databases is they are primarily used for efficiently storing data and still enabling efficient retrieval of the data. So realistically, the more you have to type the same piece of information in, the less efficient the database is. PM me if you want help.

larienna
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I am an ex-computer

I am an ex-computer programmer. I have studied pretty well relational databases and I know SQL.

Right now, the way I wanted to design the input of new word is that the player will be able to select, using combo box, the various classification information. Then when the classification is set, they just type the word and type enter. Then every new typed word will have the same properties until changed.

I will also have to create a batch input method. Probably same thing, you set up the parameters, enter a comma separated value of words and they get added to the database.

Pastor_Mora
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Good

I didn't thought your encyclopedia was primarily for browsing, not searching. Your approach makes more sense now. Well, I'm glad you thought of everything. Good luck with that.

KT!

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