One more feature request to optimize localisation:
For now, you can switch string tables ingame, and your can switch the speech directories.
If you want to switch localized graphics, you would have to go to every script and definition involved and add a path variable for the graphics.
This approach has two major drawbacks:
First. It is unintuitive. You have to figure out where SceneEdit and the other tools store the filenames, add the variable, test it etc.
Second. You may have to change scripts during localisation. This should be avoided, for changing the scripts should start a new testing cycle, which costs valuable production time.
My idea is a quite simple Approach getting rid of all this at once.
Implement a method Game.addLocalDir(string dir) which functions similar to Game.addSpeechDir(). Implement all its co-functions as well.
You can also define a default local dir, called "local", which defaults to the main package.
Then modify your graphics loader routines to look for filenames without paths not only in the current directory, but in the assigned local dir(s) as well.
Result: runtime-switchable Graphics/Sound/Sprite/Anything-You-Want directories with nearly no programming efford on the project builders side.
The Game designers can move any local-specific content such as graphic text, wall graffities or even traffic signs to this folder instead of keeping it in the scene to make it localisable.
The localisers just have to work over the graphics in this folder, leaving the rest of the game untouched.
Effect: Noone has to touch the script code, and there are no missed localised graphics, for noone has to search the project for specific graphic.
Perhaps you can also modify the Project Properties Sidebar to show an entry for this default local dir. (maybe even for the default speech dir)
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It may be an idea to use the local folder to "override" normal scene graphics, but this approach would contradict the gathering of stuff to be localised in one folder. And it is prone to produce errors hard to locate, for you have to know where in your project the graphic comes from. I Would not use this approach.
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