Hey
LecherousFox, first of all, thank you so much for everything you said.
These resentful people usually compare you with other game creators, because other creators mostly update once a month or every week, and many games just rely on accumulating words and pictures, they can't understand and create some games. Content that requires a technical level is time-consuming, the game you create contains a lot of detail, I can understand that writing code is a brain-intensive process that requires constant learning of new technologies, and writing gripping stories and moving emotional segments also requires time to think.
And, an extra thank you for this segment. I said already a couple of times that I don't want my game to just accumulate images and words, as you said. I'm planning for 30/40/45 hours of story, plus the gameplay. This requires a lot of planning in advance and, of course, I want those 30/40 hours of words and images to have the BEST quality possible. My goal is to FINISH a game, I want to reach v1.0, not making the game larger and larger until there's no soul on this planet who would complete the game. Sadly, some people don't seem to understand that. I want people to finish the game
and beg me for mooooooreee!.
Finally, I would like to ask, will multilingual support be enhanced? In many places, translators need to manually add "__()" to the script to export the translation string in renpy (it becomes troublesome after the version is updated), you can add "X" in the script as well as possible in advance ?
I don't know if my technology is too bad, my understanding of multilingual support is this: single underscore plus brackets does not ensure that the text is translated, double underscore plus brackets must be used, a small amount of content may even use double underscore plus brackets Cannot be translated, must be translated manually in the source code.
If HHG can provide a convenient and fast environment for multi-language support, I believe that I will receive translation files from various countries soon, but I really don’t know if the translation process is troublesome because of my lack of technology or the wrong translation method.
Yes! Definitely! I'm already working on it. I started adding the _() to the strings since v0.1.0 or v0.1.1.
I use a mix between _() and __(). I prefer _() because I already know how to translate them at the moment when the string appears on the screens. Developers have to use [variableofthestring!t], the !t is needed for the translation to apply the effect. Most of the devs don't use this. (I even didn't know about it)
But! I think I will change everything to __(), and force the user to restart the game. _() works without restarting but, as you said, some strings have a couple of problems with it.
I also added a way for the translator to put the translation folder in the "tl" folder and the game recognizes it automatically, so you can try it at any moment.
ALLLSOO, I'm working on a system for the translator to, when he is trying the translation in the game, be able to quickly edit lines in-game. You press a button and the line appears in-game, you modify it there and it gets modified in the file automatically. It's mostly to fix some translation errors more than just translating the game.
ALLLSO I'm thinking of a way for translators to click somewhere in the game and receive the raw translation folder with all the strings. I think the translators have already a way to do this, but I have no idea. If they do, I might skip this. But I believe that the game auto recognizing the tl folder and being able to fix some stuff in-game can be pretty good.
The only thing I have left to do is maybe work on the font system of the game a bit to change fonts based on the language, you know, Russian, Chinese, etc.
Everything will be done for translators to work smoothly, once the game is done, I want HHG to have all the possible languages xD