True, and as languages are different in the way they handle abbreviations renders the task even more difficult. In french for instance we do not use abbreviations in sentences. We like to call things by their full name. And french also requires more words to say things, so it’s harder to really translate short acronyms like LAWK which in french would be LVTCNLC (“La vie telle que nous la connaissons”).
I think I’m gonna do the same, thanks for your inputs
Isn’t the usual practice that you can drop “small” words in abbreviations? For example in English stuff like the, at, of is usually dropped from abreviations.
Well the launcher doesn’t have that many places that are size constrained but the Thrive game GUI definitely has places where you need to cut things to be shorter to fit.
Yeah it is the case, but only if the meaning is not lost, but I’m trying to come up with a good translation, without changing the original meaning.
Yeah, I tried to keep the wordings as short as possible, unfortunately in french you need more words to say the same thing than in english. But I’ll check the strings in the game in the next iteration.
How do validation work ? Do someone need to verify the translations or are they added in the game on each BOTD / DevBuild ? I don’t really know how to test in-game translation, especially to see if the grammatical agreements are correct within the context of the string.
So far I’ve just invited some team members who speak multiple languages to act as reviewers. We probably should at some point let people join as verifiers, but the problem there is that it would be really bad if we accepted random people and they verified offensive translations as good.
Unfortunately Avalonia does not support rich text, so I had to workaround that by creating separate GUI controls to put links among text. Which means that the order of elements can’t be changed that easily, it’s possible but I didn’t go through the effort of writing a parser that would split the translation text and dynamically generate GUI controls from the text.
For Thrive itself when the feeds are implemented there, much more flexibility can be had as Godot has rich text support.
I also noticed that when you change the language while the current launcher is open, the old language still remains in those strings until the launcher is restarted.
It refers to a Git commit hash in that specific usage.
The other usage of the word hash refers to an integrity check number calculated for a file. I think those two are probably the only contexts where that word is used, but it might be used in general for a computer data hash somewhere I’m forgetting about.
Due to some confusion I renamed all instances of “DevCenter” to “ThriveDevCenter” in the English text and added explanation on why ThriveDevCenter as a proper name should not really be translated.
Brazilian Portuguese
The term engulfing is currently translated as “engolir” (swallow), which doesn’t sound natural in my view.[1] Here are some alternatives:
Engolfar (engulf — already used in the glossary)
Absorver (absorb)
Englobar (encompass?)
Fagocitar (phagocytosis — more technical term not used in the English locale)
Engulf mode is translated as “modo de engolir” for example. ↩︎