turbohermit.bsky.social
Ex-technical artist lost in Paris, now creates narrative design resources and indie games!
Blog https://newtonarrative.com/
YouTube https://www.youtube.com/@NewToNarrative
Ko-fi https://ko-fi.com/turbohermit
#indiedev #solodev
1,597 posts
3,207 followers
607 following
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Fellow wizard dev!
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Aiai, looks like the link is invalid... Try this one? discord.gg/QGA8n4wW
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And the wanted results of course
#gamedev #madewithgodot
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haha real ones know
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menacing
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Ah, you mean the machine translation from Godot? That's probably not good enough for our needs. There's a lot of custom names that need localization, Harry Potter/Pokémon style.
I'm talking more about how to account for those complexities integration-wise, while working with localizers.
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Oh yeah, I'm not saying it doesn't have value, of course it does! I make educational content myself. Sharing knowledge is one of the most fulfilling things there is.
But I feel like devlogs and similar content is adviced as marketing for indies, but its proven to... not be very effective.
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1. Which player is most representative of your target audience? We have feedback from casual gamers, hardcore deckbuilder players and people who never touched a roguelike before. We're targeting hardcore deckbuilder players, so naturally, their feedback takes precedence over the others.
10/13
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It feels like so many exceptions need to be hardcoded, that it invariably adds so many variants of the same thing: pluralization, gendered languages, different counting systems etc.
I reckon I can get away with the tools I have, I just want to chat about what a smart way to set all that up is.
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Now, there will also be instances where you receive feedback that IS contradictory and mutually exclusive. How do you handle that? Essentially, there are two considerations to make:
9/13
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An isolating technology as a "solution" to the loneliness epidemic is so far beyong parody
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Thanks mate!
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Oooooh never heard of this. Will give it a try for sure!