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RPG in a Box

Bring your stories and ideas to life! · By Justin Arnold

Localization

A topic by lectronice created Oct 21, 2016 Views: 209 Replies: 2
Viewing posts 1 to 3

Hi!

I'm still busy with animating characters, and after that I'll have to test the hell out of these new camera scripts :) But I'm trying to plan things ahead a bit, and I was wondering, since it's mentionned in your roadmap, how the translation/localization system will work. Will be it on a per-dialogue-box basis? For example, will you have the option to add languages in the general properties, to then create individual translations of each message and dialogue? Or will it work with something like a global XML file export you can tweak seperately in a text editor (which could be useful for external translators)? Or another system entirely?

I intend to release Nékromegà in English and French, but I'm wondering if I should focus on writing it entirely in English first, or if there will be a way to do both at the same time at some point (though I could do that manually with a global variable and cloning every dialogue box, I guess).

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!

Okay, thanks for the details! This is very similar to what I'm used to. I have a growing unordered list of text and dialogue drafts, I guess I'll put everything in a spreadsheet and translate stuff from time to time, so I'll be ready when the feature will be implemented.