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Post by wascalwywabbit on Jan 28, 2016 17:11:34 GMT -5
Most of the software that I've helped produce has all of the text strings in a single file, and all of the software code just looks up the relevant string. No hard coding of text at all. Mind you, this is because all of the software I worked on needed to be localized into 20+ different languages, and trying to hard-code that is a nightmare. and for the record, I like my captain_alias% variable thingy 1. Maybe making the game texts a single reference file for each game should be the request for all future games then... 2. That's too much like how I think and it doesn't get me very far, maybe you will have more success though...
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Post by fallen on Jan 28, 2016 17:14:35 GMT -5
Oh oh oh ... if you keep all your text strings in a single file, feel free to share that file with some of our foreign language experts. They might be able to localize for you into German or French, or British english or ... where is grävling from again? Scope scope scope scope scope scope ... Put this one out to pasture permanently. We've taken note of the RFE. Please play Templar Battleforce, see feature already exists, breath deeply, update your positive reviews.
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Post by Cory Trese on Jan 28, 2016 17:50:55 GMT -5
Most of the software that I've helped produce has all of the text strings in a single file, and all of the software code just looks up the relevant string. No hard coding of text at all. Mind you, this is because all of the software I worked on needed to be localized into 20+ different languages, and trying to hard-code that is a nightmare. and for the record, I like my captain_alias% variable thingy 1. Maybe making the game texts a single reference file for each game should be the request for all future games then... 2. That's too much like how I think and it doesn't get me very far, maybe you will have more success though... I have NO clue what you mean by "single reference file" but like I tell people on Twitter every single day, I'm just a dumb software developer.
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Post by wascalwywabbit on Jan 28, 2016 18:05:35 GMT -5
Warning: sarcasm detected. Translation in progress ... "I know what I'm doing. WTH are -you- talking about? (not that I care to know - I've got a full plate already). Translation complete: please go about your day, thank you.
Sorry, I don't use words good ... nm then. :-p
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Post by Cory Trese on Jan 28, 2016 18:07:43 GMT -5
I just didn't understand what you mean. All saved game files are self-contained binary trees. I just don't know what a single reference file is, I Googled it and didn't see anything that seemed to match.
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Post by wascalwywabbit on Jan 28, 2016 18:15:49 GMT -5
I just didn't understand what you mean. All saved game files are self-contained binary trees. I just don't know what a single reference file is, I Googled it and didn't see anything that seemed to match. Have every string in game be a single text file to have code reference like a data base. e.g. 1. Someone says something. 2. Another person talks ... 67. Boss is mean lets get him! etc. All story text is a single text file for easy localization ... especially if ui text is included. In sum: what slayernz was talking about.
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Post by fallen on Jan 28, 2016 18:18:08 GMT -5
I just didn't understand what you mean. All saved game files are self-contained binary trees. I just don't know what a single reference file is, I Googled it and didn't see anything that seemed to match. Have every string in game be a single text file to have code reference like a data base. e.g. 1. Someone says something. 2. Another person talks ... 67. Boss is mean lets get him! etc. All story text is a single text file for easy localization ... especially if ui text is included. In sum: what slayernz was talking about. Thanks for the great advice! Both Cory and I spent over a decade as software engineers and architects, and we have both overseen localization projects on immense software stacks. We are very aware of what is required to localize a product. Thanks again!
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Post by wascalwywabbit on Jan 28, 2016 18:21:12 GMT -5
That's what you get when you have a wabbit follow up on what a cat said ... never trust animals to be armchair coders. Speaking of which I need to upgrade to office chair coding - excuse me...
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Post by Cory Trese on Jan 28, 2016 18:24:26 GMT -5
I just didn't understand what you mean. All saved game files are self-contained binary trees. I just don't know what a single reference file is, I Googled it and didn't see anything that seemed to match. Have every string in game be a single text file to have code reference like a data base. e.g. 1. Someone says something. 2. Another person talks ... 67. Boss is mean lets get him! etc. All story text is a single text file for easy localization ... especially if ui text is included. In sum: what slayernz was talking about. Gotcha. That is, in fact, exactly how we store dialogs in StoryTellerEngine. We've got a bunch of additional fields on each dialog line like ... "Is Character X present" "Is Quest X complete" "Language" "Is Choice X set to Y" that type of stuff. It is a heck of a challenge sometimes to author all that dialog, but it lets us get really flexible and branchy. Most people probably don't see it on the first play through, but so much of the dialog in HoS is variable based on character and state. The editors we hired for Battleforce found it a bit confusing but once we wrote them a guide to how to use the database, they made pretty good progress. Unfortunately HoS has so much dialog paying those teams to edit it ... is going to be difficulty unless I convert to a Ramen only diet.
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Post by Cory Trese on Jan 28, 2016 18:26:21 GMT -5
Have every string in game be a single text file to have code reference like a data base. e.g. 1. Someone says something. 2. Another person talks ... 67. Boss is mean lets get him! etc. All story text is a single text file for easy localization ... especially if ui text is included. In sum: what slayernz was talking about. Thanks for the great advice! Both Cory and I spent over a decade as software engineers and architects, and we have both overseen localization projects on immense software stacks. We are very aware of what is required to localize a product. Thanks again! Oh young one, I have been doing this for 20 years. My first full time programming gig was at 15 and dad used to pick me up after work. Go to work in the morning, bus to school, run track, ride the bus to the university, work until 9 and go home with dad. I thought I was pretty smart back them. I was really, really dumb.
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Post by ntsheep on Jan 28, 2016 18:41:42 GMT -5
That's what you get when you have a wabbit follow up on what a cat said ... never trust animals to be armchair coders. Speaking of which I need to upgrade to office chair coding - excuse me... So you think animals can't code? Hah! I'm a fraking digi-sheep! I am code
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Post by wascalwywabbit on Jan 28, 2016 19:10:51 GMT -5
That's what you get when you have a wabbit follow up on what a cat said ... never trust animals to be armchair coders. Speaking of which I need to upgrade to office chair coding - excuse me... So you think animals can't code? Hah! I'm a fraking digi-sheep! I am code Too bad Sheep number three didn't have crc or better enabled when copied. :-p
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Post by ntsheep on Jan 28, 2016 19:18:04 GMT -5
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Post by slayernz on Jan 28, 2016 19:29:27 GMT -5
I know this thread is rapidly sinking fast, but Cory Trese, I hope that you are able to have an additional variable for captain name alias that simply presents the alias name whenever the "captain name" string is displayed
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Post by wascalwywabbit on Jan 28, 2016 19:56:57 GMT -5
I know this thread is rapidly sinking fast, but Cory Trese , I hope that you are able to have an additional variable for captain name alias that simply presents the alias name whenever the "captain name" string is displayed To sink it more "LITTERally and "quickly" <---> I just now figured out why slayernz uses such an ugly hairdo thanks to recent interviews by the bros. Plus noticed his eye movement for the very first time! I'm an oblivious noob!
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