Adding localization is actually pretty easy for DialogueTrees compared to other solutions we’ve evaluated. For starters, you can easily create custom node types which, instead of letting you directly type in text, let you choose string ids / work directly with your localization database. You’d only be left with your UI having to take the string IDs and translate them before showing them. We have done exactly that and more to allow us having a really dynamic system with localization, dynamic actor choice and voice-overs. The most beneficial thing is that, in the end, we could really easily export all Voice-Over permuations for all actors and dialogue lines in a single click and we had a game with almost 30k spoken words.
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