KAsiUNblog

Unkasoft's blog, where we talk about mobile games development, gaming industry, agile methodologies and all that matter we're handling every day

Wednesday, May 24, 2006

Resources Internationalization

Now that we are localization our first games, we start understanding in which things we were right and wrong when we designed our tools. Our experience told us that we must adapt our tools for supporting the known “Locale” based in two ISO, the ISO-639 for languages and the ISO-3166 for countries (example: en_US for English from USA). When we planed our development, we thought about internationalising text strings and image resources because we could find images with text that need to be translated. On the paper everything was fine and at the end we found more problems that we have started solving nowadays: we need a way to export and import string text resources and the translated resources sizes can be very different. The solution that we are applying consist on creating an export and import system for editing the string text resources translations in spreadsheet programs, that is more useful than our string text resources editor that is lees known by translators. In a long-term we are going to implement a layout manager for creating screens with text and images that could be adapted to the size changes, thinking on the mobile phones screens limits. Nowadays we support internationalisation of strings of text and image resources, but although this is enough for our first videogames, we think that can be improved in usability. Our next release from Battlewizard will include at least the import and export system for text string resources and their translations, and we think we will have in a short time, an screen editor based on layouts.

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