Listed below are the items
that I can think of regarding localization. I'm estimating (optimistically -
using Dave's word) at the best we could get one game per month not including
testing:
- linux build,
understanding code, identify assets, writing tools, preparation for artists (2
weeks)
- translation work, artist
work (1 week)
- final assembly (1 week)
Linux Build
- make tools compatibility
issues
- game specific 20L
compatibility issues
BB Player
- communication with PIF
- use of controller
buttons
- game state saving
- rendering of BB
controller, illustration change
Text/Font
- understand game specific
- text rendering engine
- font glyph
- string encoding
- pick a Chinese font
(free, purchase, develop?)
- tools to convert:
- input text to game
specific encoded strings
- chosen Chinese font to
game specific font glyph
- modify positioning and
layout: line spacing, paging
- issues with memory space
Logos / Titles
- replace Nintendo logo
with iQue logo, need both 2D and 3D logo
Translation
Policy
- title translation: how
to translate "MARIO"
- character name
translation: wario, peach, donkey kong...
- controller button
translation
3D Assets
- applications to develop
raw 3D models, animation sequences (usually differ from game to game, Dr.Mario
uses LightWave3D)
- tools to convert
application output (raw assets) to game specific data structures
Soft Keyboard
Entries
-
develop/download/purchase library tools for Chinese text input
- integrate with game
rendering code
Voice/Sound
- matching voice with
displayed text
- MARIO issues with
Nintendo
BB Depot/Player
Application
- game meta data
generation
- changes to game play due
to pricing structure
Testing
- small game (eg Dr.Mario):
dozen testers, 1 month Japanese version, 4 days English version afterwards
- big game (eg SuperMario):
Mario club, several months
Instruction
Booklet
Credential List