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Mechanics for multiple language #10

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persn opened this issue Aug 26, 2016 · 0 comments
Closed

Mechanics for multiple language #10

persn opened this issue Aug 26, 2016 · 0 comments

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@persn
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persn commented Aug 26, 2016

We should be able to change language in the game, and we need mechanics for that.

@persn persn added this to the v0.1.0 milestone Aug 26, 2016
@persn persn modified the milestones: v0.2.0, v0.1.0 Dec 17, 2016
persn referenced this issue in persn/Hero6 Mar 14, 2017
Added .resx files to our campaign. This should be satisfactory for supporting multiple languages. It's not quite clear since we have so little content at this point, but my intention is that each plugin will have to provide their own "Strings.resx", I think this is the best way to make sure we support various locales when we support extending the game from third parties.
persn referenced this issue in persn/Hero6 Mar 14, 2017
Added .resx files to our campaign. This should be satisfactory for supporting multiple languages. It's not quite clear since we have so little content at this point, but my intention is that each plugin will have to provide their own "Strings.resx", I think this is the best way to make sure we support various locales when we support extending the game from third parties.

I have added the source files for the strings to the "assets" folder because I feel that is where they belong, as we use folders to divide and organize our licensed material. It's reasonable to say descriptive texts, dialoguies, etc. should be put under the "assets" folder as the work should fall under our licensing for assets.
persn added a commit that referenced this issue Mar 15, 2017
@persn persn closed this as completed Mar 15, 2017
persn added a commit that referenced this issue May 1, 2017
Added .resx files to our campaign. This should be satisfactory for supporting multiple languages. It's not quite clear since we have so little content at this point, but my intention is that each plugin will have to provide their own "Strings.resx", I think this is the best way to make sure we support various locales when we support extending the game from third parties.

I have added the source files for the strings to the "assets" folder because I feel that is where they belong, as we use folders to divide and organize our licensed material. It's reasonable to say descriptive texts, dialoguies, etc. should be put under the "assets" folder as the work should fall under our licensing for assets.
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