SJHDoesGames

Try To Make Your Skill Ultimate!

Game designer, writer, casual artist, and Twitch streamer. Fighting games are fun but also kind of painful lol. Big fan of Kamen Rider, anime, and video games in general, but especially JRPGs and fighting games.

Other pages:
FF14 stuff (like questions of the day, asking about FF14 stuff, etc): @FromTheLadiesOfLight

posts from @SJHDoesGames tagged #Viral Core Busters

also:

geometric
@geometric

you should not be a 10x engineer or whatever, you should be focusing on the vision and ideas and emotions that make your project interesting and beautiful and touching. some of the greatest indie games of all time have absolutely nightmarish codebases because the creator was rightly focused on the player experience



YellowAfterlife
@YellowAfterlife

And really - unless you work in a big team and can afford a departure the from the actual work, you should consider whether you really need something to be done in the fastest/most elegant way possible.

Even if the solution is a bit of a hack, you can always come back to it later if that ever becomes an issue.

And indie games are often small enough that "come back to it later" becomes "keep this in mind for the sequel" if the game is well-received.

Once finely put into words by a friend, "While you're optimizing your Entity Component System, folks are shipping their third GameMaker game".


SJHDoesGames
@SJHDoesGames

this is a thing i am trying very hard to work past with my own game dev stuff. on the one hand i try to keep my systems just flexible enough that i don't have to recode things unless i absolutely need to, but on the other sometimes you put together what works and then keep it pushing unless you wind up having to go back to sort things out later.

like last wednesday i figured out how to localize the names, flavor text, and effect descriptions for cards in ulkss without having to rewrite a bunch of things, but that means adding extra fields to the json files for the card database so that the card database itself has all the info for localizing the text i need localized.

outside of that, viral core busters (and later, ulkss, once i add yarnspinner to it) is basically running off of several csv files and two completely independent systems (yarnspinner for dialogue, my own custom-written scripts for every other bit of in-game text) in order to localize all the text--but the system works and from what I can tell performs pretty well in practical use, enough so that you can change the language mid-game without having to restart the whole thing, and that's what matters.

like i was saying to my mom earlier today--the most empowering part of having done that is that, sure, was it an "elegant" solution? probably not! but i came up with it, and it works. and considering that i have had a Lot of Complicated Feelings about my ability as a programmer for the last several years of my life, i can live with that.



so i've been continuing to work on this as I can, and today after much cussing & wailing i managed to mostly pin down a system for switching text localization in-game without having to restart! I have no idea how it runs in terms of actual performance but that's not important yet.

on the backend, the system is relatively straightforward.

  • i have a language manager that keeps track of what the current language is set to; that language manager has a function that's made to change said language, as well as a C# action that other scripts can subscribe to for when the language is changed.
  • i also have a localization data manager that handles loading which database of localized terms we need to be looking at (english, japanese, etc).
  • any text that needs to be localized either has a script that subscribes to an event that fires when the language is changed or is already running through the localization manager to send its text in the first place, and will automatically switch to the right language when the localization data manager switches which database it's looking at.

i also finally got controller glyphs working more consistently, which was a a pain in the ass until i realized what I was doing wrong lol. i prooooooobably won't be able to do anything with in-line text and icon display so whenever i get around to setting up a proper level 0 then you can expect to see our favorite standby, the floating text bubbles.

i'm moving on to trying to get the text speed to work properly now for dialogue display. that's going about as smooth as driving offroad in a regular car so it might be time to get ready for bed instead. 🥴