calref / cboe

Classic Blades of Exile
http://spiderwebforums.ipbhost.com/index.php?/forum/12-blades-of-exile/
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Make game translatable #312

Open CelticMinstrel opened 1 year ago

CelticMinstrel commented 1 year ago

This is a huge project with a number of sub-tasks – nearly everything that deals with text would need to be refactored. Some of the things required include:

The above list is probably not exhaustive.

NQNStudios commented 1 year ago

I love game localization but I wonder if there is enough demand for BoE in other languages to justify a massive effort. Am I underestimating the community if I guess that less than a few dozen people will play the game again without a big graphical makeover and publicized re-release?

Translating ZKR, BB, VoDT and ASR is a cool idea, but I'm almost certain no one would translate existing user-made scenarios or make a new multi-lingual scenario.

Translating npc dialogue would be interesting--like, what if a clickable keyword in the English dialogue doesn't have a direct translation? Maybe that would never happen, but I'm imagining in some cases it could require changing a dialogue tree, adding different nodes for different languages, etc.

That said, I'm contributing to another project that localizes documentation using the gettext standard and I do find it interesting.

https://www.sphinx-doc.org/en/master/usage/advanced/intl.html https://www.gnu.org/software/gettext/

NQNStudios commented 1 year ago

I guess the number of watchers, forks, and stars on the repo outstrips my pessimistic "few dozen people" estimate.

CelticMinstrel commented 1 year ago

I love game localization but I wonder if there is enough demand for BoE in other languages to justify a massive effort.

You have a point. I don't consider this a priority since there are only like five people truly paying attention to this product right now. But in the long run I think it would be nice to have, so I opened the issue.

It's definitely not something we'd do at this stage. We need a stable 2.0 before we even consider localizing.

Translating npc dialogue would be interesting--like, what if a clickable keyword in the English dialogue doesn't have a direct translation? Maybe that would never happen, but I'm imagining in some cases it could require changing a dialogue tree, adding different nodes for different languages, etc.

Good point. Localizing dialogue would be rather complicated. Ultimately I think the keywords themselves would have to be localized, and translators would have to be made aware of how the system works so that they know that keywords placed in the text should be translated to the same keyword.

Another challenge to localization is the "string buffer" family of special nodes, which are literally the exact opposite of what makes something localizable. There might be a way to salvage that without breaking the nodes. I'm not sure.

That said, I'm contributing to another project that localizes documentation using the gettext standard and I do find it interesting.

I'm not a fan of gettext. I wouldn't be opposed to using it (via boost) but I prefer a string table approach with short and succinct keys.