Does the engine support Localization?

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Started by TheCastle 5 posts View original ↗
  1. I am wondering about this because as it is right now all of the in game text is honeycombed in various events through a large list of locations. There does not seem to be a standard for being able to easily find all of the text in the game to allow for it to be easily translated to other languages.
  2. You need to come up with a script or a program that does it.
  3. The text displayed in your game basically is from three sources:

    First, the text you enter through the "Show Text" or "Show Choices" event commands.

    Second, the text you specify in your database (e.g. enemy names).

    And finally, the text specified in your scripts, especially in the "Vocab" module.

    It shouldn't be too hard to locate all of that text and translate it. Unless, of course, you want your game to be multi-langual, in which case you'll need a script for that.
  4. I feel as though at this time it would be getting a bit ahead of myself to worry about this but I have yet to ever work on a comercial project where it did not either come up early or bite me in the butt down the line. If its easy to parse for those specific cases then I imagine it might not really be an issue. I was just worried that I was possibly doing things incorrectly by missing existing functionality.
  5. Yeah, you'd have to write scripts to manage all of that yourself. I wrote a script a while ago which allows you to store any arbitrary text you want in an external file (so you could change your game's language by just swapping out to a different language file), but it still requires you to have enough scripting knowledge to write your own code on top of that to manage where each piece of text comes up in your game.