Quests: Localization
What To Do?
I really wasn't feeling it today, again. I know, I know. I'm in a weird place mentally, but I'm forging ahead! So, I tackled a very specific task, quest localization. This is a little different than previous work, I actually worked on the text of my quests. Best part is, it doesn't even require opening Godot, I did it all in my localization spreadsheet. Eventually, I'll have to update the game itself with the new data, but for now I just need to be creative.
So, I rewrote a bunch of the text for my quests, streamlined the actual quest chain (so far) with better descriptions and such. Before now, the text was mostly just a placeholder with a general sense of the actual quest itself. Now, I have begun worldbuilding, fleshing out the character of c1ty_c0re and parts of his quest-related dialogue. There's still a lot more to do, next up will probably be the NPC's actual dialogue text. But again, that's just work in localization, I don't have to make any changes to the game itself.
Next Time
Since that's all I feel like doing today, tomorrow I will continue doing similar. Next up I'll work on the NPC Dialogue for c1ty_c0re. Gonna have to think about the character, figure out their voice. More creative work, but stuff that needs to be done.
Xenodochium
The future is what you make of it!
Status | In development |
Author | Munchmo |
Genre | Role Playing |
Tags | 2D, Cozy, Godot, Indie, Life Simulation, Pixel Art, Sci-fi, Singleplayer |
Languages | English |
More posts
- Data Manager: String Formatting1 day ago
- c1ty_c0re: Finding a Voice2 days ago
- Worldbuilding: What Is It?4 days ago
- Cutscene Player: Fixes Upon Fixes5 days ago
- Breaking: Cutscenes6 days ago
- Quitting: No More Ghosts8 days ago
- Induction: Complete(ish)9 days ago
- Stepping Back: Keep Going10 days ago
- Induction? Terminal!11 days ago
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