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Hello! Unfortunately I still need to work out a lot of the details around this. The good thing, however, is that Godot already has some functionality built in for managing translations, so I will least have a starting point.

If you are interested, this page has some information on the format that is used:
http://docs.godotengine.org/en/latest/tutorials/as...

So I think the best approach for now might be to create a spreadsheet similar to this format where each row contains a unique key along with the English and French translation of the message as you are creating your dialogue. And then at some point, I imagine I will implement some sort of special placeholder mechanism for dialogue/messages that the game would recognize and plug in the appropriate translation.

A potential approach would be to allow text to be enclosed in special characters, and the game would translate that by looking up the unique key in the translations file. For example:

display_message("$HELLO_MESSAGE_01$");

Would find HELLO_MESSAGE_01 in the translations file and display either "Hello" or "Bonjour" according to the language that is currently set. Hopefully that helps some!