game-localization · git:20260912.022d0d3 · 2026-09-12 · sha256 80950ca6bfbad9b7
game-localization git:20260912.022d0d3A
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--- 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. --- # 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 | ## Inputs Glossary seed. Font files. Target devices from platform-targets. Screenshot folder per language. ## Procedure 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. ## 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. ## Outputs Glossary. Font coverage list. Matrix with pass/fail. Screenshots labeled by language. ## Accept In combat the prompt is readable. Buttons do not overflow. A screenshot matches the language on screen.