game-localization · diff
git:20260912.022d0d3 to git:20260912.89d5894
19 added, 29 removed. Audit A to A.
---
name: game-localization
- description: >
- In-game language, fonts, and layout. Use when a build works in one
- language and breaks in another, when glyphs tofu, or when a long string
- eats a button. Not a marketing brief.
+ description: Generic game i18n. Terms, fonts, wrapping, runtime language switch. Use when the player must read combat prompts in more than one language.
---
# Game localization
## Trigger
- More than one language ships, or title-font is already mixed into body text.
-
- ## Mode
-
- | Column | Scope |
- |---|---|
- | terms-only | item / move / resource names |
- | ui-layout | buttons, HUD, menus × language |
- | runtime-switch | change language mid-session |
- | full-pass | terms + layout + switch + docs |
+ Ship or test more than one language. Screenshots, help, and HUD must match the active locale.
- ## Inputs
+ ## Inputs / columns
- Glossary seed. Font files. Target devices from platform-targets. Screenshot folder per language.
+ Ask: single-locale | terms-locked | live-switch.
+ Need: string table, font files, device class (`platform-targets`).
- ## Procedure
+ ## Flow
- 1. One glossary: equipment, moves, resources, interact prompts. Same word in HUD, menu, tutorial.
- 2. Fonts: display face for titles, coverage face for body. Fallback chain published. Tofu check on every shipped language.
- 3. Dynamic bits: numbers, key glyphs, plurals, long translations, runtime switch.
- 4. Matrix: language × desktop/phone × landscape/portrait.
- 5. README / help / shots match the language they claim.
+ 1. Lock a glossary: gear, moves, resources, interact prompts. One term per thing.
+ 2. Split fonts: display titles may be decorative; body and HUD must cover the locale and a fallback.
+ 3. Check dynamic bits: numbers, key glyphs, plurals, long translations, live language switch mid-fight.
+ 4. Layout matrix: locale × desktop/phone × landscape/portrait. Buttons must not clip.
+ 5. Sync README / help / maker notes / store shots to the same locale.
## Constraints
- - Key glyphs follow kb-mouse-map jobs, not letters baked into art.
- - Runtime switch does not drop input or stack audio beds.
- - Overflow wraps or scales; it does not cover Confirm.
- - Size thresholds are per device, not one magic point size.
+ Do not bake English into textures a locale must replace. A missing glyph is a ship blocker. Live-switch must not reset the fight.
- ## Outputs
+ ## Output
- Glossary. Font coverage list. Matrix with pass/fail. Screenshots labeled by language.
+ Glossary + font coverage list + layout matrix + unmatched screenshots.
## Accept
- In combat the prompt is readable. Buttons do not overflow. A screenshot matches the language on screen.
+ A player can read a combat prompt. Buttons do not overflow. A screenshot matches the language it claims. Type size is set per device class.
+
+ ## Cases
+
+ `docs/cases/playtest-lessons.md`