Version 1.0.58 is up on the test servers!
Changelog:
-Localization, Localization, Localization!
-Data now Localizable:
–Bonus challenge titles
–Defender skill names
–Enemy names, descriptions
–Item names, descriptions
–Journal data
–Cutscene data
–Flavor/Status names
–“System” text
----Title screen text
----Options menu & sub-menus
----“Like us” menu
----Status/flavor descriptions
----Stat names & descriptions
----Strong (resist/evade) descriptions
----Skill tree UI descriptions
----Targeting descriptions
----Battle difficulty tooltips
----Miscellaneous words (scrap, cost, defender, etc)
-Now available in German:
----Enemy names/descriptions
----Item names/descriptions
----Flavor/Status names
----Flavor/Status descriptions
So what this means is that most of the game’s localizable text is now being loaded separately from the rest of the data, so theoretically if you were to have all the required text on hand, there’s no reason a portuguese, finnish, or any other extended-latin-character-set translation couldn’t be up and running tomorrow.
A few things are still hard-coded or baked into data files, but I think we’ve got most of the stuff now, including almost all relevant gameplay information, as well as journal and cutscene content. We’ve got a bit more of that translated, too, so the German language version now has enemies, items, and flavors translated. Again, if you run the game in German and most stuff is still in English, that’s expected.
Bugs to be on the lookout for: anywhere there’s text, the game could crash. Particularly anything related to anything in the above list. Also, you might see random or the word “null” randomly pop up in the middle of some dynamic text, this would mean I hadn’t done the localization support correctly in that spot. If any of you see stuff like that, let me know so I can fix it!
With this done, the bulk of localization is finished. All I have to do now is fix the inevitable bugs, hunt down the few remaining hard-coded and baked-into-data strings, and wait for our translator to finish. Then we find some people who speak German to pore over the text and proof-read/help us edit it, etc, and that job is done. My goal is to have that finished by the start of February.
Meanwhile, I’ll be cranking away on bugs I’ve been ignoring for a while. I finally stopped being lazy and got myself some better project management tools.
So:
Milestone 1: Stabilize Defender’s Quest
—Fix bugs
—Localize to German
—Synchronized Build deploy across platforms (defendersquest.com, GOG, Steam, Kong, etc)
—AIRless build + clean, simple installer for Windows (detects and removes old AIR version of DefQ if you want)
Milestone 2: Finish up w/ Steam
----Finish Mod Support
----Mac/Linux steam integrations
----Steam Workshop integrations
----Steam Cloud integrations
----Mod documentation
----Localization documentation
----Modify EULA to be more fan-friendly RE: Mods and Localizations
After that’s done, it’s full steam ahead on the next DefQ game. We’ve already started on it in various ways, but these two milestones would put a bow on DefQ1 and say “that’s done.”