Localization has been on my mind a bit recently.  It isn't part of the next milestone but I have always maintained a loose plan of action and so I

The Ebonheim Chronicle

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2024-10-11 03:00:04

Localization has been on my mind a bit recently. It isn't part of the next milestone but I have always maintained a loose plan of action and so I sometimes revisit the idea to make sure I'm building the engine in such a way that translations will be simple to implement.

Most of the work to support other languages just has to do with text-replacement. There's text in-code, in-asset, and even, although rarely for this game, in-image that would all need run-time substitutes for other languages.

The vision for supporting this revolves around an asset-driven approach much like the rest of everything else in the game. Essentially, user-facing text will be a special object that understands the context it exists in but still is just a text box in the game's various asset UI's.

From there, we can collect all of them from all assets into a big spreadsheet with a different language in each column to define their replacements. This has a ton of benefits:

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