I'm wondering how feasible it is to take a Renpy game and using the "extract dialogue" option, provide a way for non-English speakers to create translation files themselves. These would be translation files they can copy into a patch folder.
1) Have any commercial games done this?
2) Is there a tutorial on how to set up fan-translations for a game?
3) Is this even a good idea? Would you be interested in having patchable, do-it-yourself translations available for your game?
The reason I'm asking is because I'm concerned a 200K-word game is going to have a heck of a time getting translated by one or two people, or even a small team. (And as others have stated in the last post where I asked about translations, it seems to be a long, challenging road.)
Thanks for your input!
Has anybody provided do-it-yourself translations for a commercial game?
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Re: Has anybody provided do-it-yourself translations for a commercial game?
I'd suggest just generating translations for a fake language (call it translatease), and then make them available. If someone translates that, they could put the files in game/tl/translatease, and you could provide an option to switch or something. If they contribute it back, you could replace translatease with a real language name, and you're in business.
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Re: Has anybody provided do-it-yourself translations for a commercial game?
Thanks for the advice, Tom!
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