Translation and Localization¶
Overview¶
This directory contains all localization resources, translation workflows, and language-specific documentation for "I Drank The Wine: Inheritance".
📋 Supported Languages¶
The game supports 12 languages in total. See supported-languages.md for the complete list with locale codes.
Primary Languages: - English (en) - Source language - Turkish (tr) - Primary target language
Additional Languages: French, German, Italian, Spanish, Japanese, Korean, Russian, Portuguese (Brazil), Chinese (Simplified), Polish
📊 Current Status¶
Demo Content: 100% Complete ✅¶
- Languages: 12/12 ✅
- Translation Keys: ~90
- Total Translations: 1,080 (90 keys × 12 languages)
- CSV Files: 7 (all complete)
All demo content is fully localized and ready for worldwide distribution.
Market Coverage: Estimated 80%+ of global gaming market by language
See Localization Completion Summary for detailed report.
🔄 Translation Workflow¶
1. Source Content (English)¶
All game text is authored in English in Unity Localization tables.
2. Translation Generation¶
Translations are generated using the Unity Editor LocalizationAssistant tool:
Process: 1. Open Unity Editor 2. Window → Claude → Localization Assistant 3. Select String Table Collection 4. Choose target languages 5. Click "Generate Translations" 6. Preview translations 7. Apply if acceptable 8. Export to CSV
Technology: - Claude API (Anthropic Sonnet 4) - Context-aware translation prompts - Batch translation support (up to 11 languages simultaneously)
3. CSV Export¶
Translated tables are exported to CSV format for version control:
Location: docs/08_Translation_and_Localization/CSV/
Export Steps: 1. Unity: Window → Asset Management → Localization Tables 2. Select table collection 3. Export → CSV 4. Save to csv/ folder 5. Commit to Git
4. Version Control¶
All CSV files are tracked in Git: - Easy diff for translation changes - Collaboration support - Backup and recovery - Integration with external translation tools (if needed)
📁 Directory Structure¶
08_Translation_and_Localization/
├── README.md ← This file
├── supported-languages.md ← Language list and codes
├── localization_completion_summary.md ← Completion status report
├── CSV/ ← Unity CSV exports
│ ├── IntroSubtitle.csv
│ ├── DemoDialogsLvl1.csv
│ ├── DemoDialogsLvl2.csv
│ ├── DemoDialogsLvl3.csv
│ ├── MenuUILoc.csv
│ ├── Items_N_Stuff.csv
│ └── IngameTexts.csv
├── english/ ← English source texts (future)
└── turkish/ ← Turkish localization notes (future)
🛠️ Unity Localization Setup¶
String Table Collections¶
Game text is organized in Unity String Table Collections:
Current Tables: - IntroSubtitle - Game intro subtitles (14 keys) - DemoDialogsLvl1 - Level 1 character dialogues (12 keys) - DemoDialogsLvl2 - Level 2 character dialogues (13 keys) - DemoDialogsLvl3 - Level 3 character dialogues (11 keys) - MenuUILoc - Menu and UI text (19 keys) - Items_N_Stuff - Item names and descriptions (13 keys) - IngameTexts - In-game UI text and prompts (8 keys)
Total: ~90 keys across 7 collections
Key Naming Convention¶
All localization keys use UPPERCASE_WITH_UNDERSCORES format:
Examples:
MENU_START
SUBTITLE_INTRO_001
DIALOG_CENGIZ_1_1_1
ITEM_NAME_CONCRETE_SLEDGEHAMMER
✅ Quality Assurance¶
Translation Review Checklist¶
- [ ] Context preserved
- [ ] Character voice maintained
- [ ] Cultural appropriateness
- [ ] Length fits UI constraints
- [ ] No placeholder text (e.g., "TODO", "TEST")
- [ ] Special characters display correctly
- [ ] Formatting codes intact (if any)
Testing Process¶
- Apply translations in Unity
- Build and run game
- Check UI text rendering
- Verify text fits in UI elements
- Test language switching (if implemented)
- Review dialogue flow in context
🌍 Localization Best Practices¶
Context Matters¶
The LocalizationAssistant tool provides context to Claude API: - Source language: English - Target audience: Gamers 18-35 - Tone: Dramatic, philosophical, combat-focused - Character voice considerations
Cultural Adaptation¶
Translations should: - Adapt idioms appropriately - Respect cultural sensitivities - Maintain game's tone and atmosphere - Consider regional gaming terminology
Length Considerations¶
- UI elements have space constraints
- Shorter is often better for menus
- Dialogue can be more expressive
- Test in actual game UI
📝 Future Plans¶
Planned Additions¶
- [ ] Translation memory system
- [ ] Glossary for consistent terminology
- [ ] Character-specific voice guidelines
- [ ] Community translation support
- [ ] Professional review for key languages
External Tools¶
If needed in the future: - Google Sheets integration for collaborative editing - Professional translation agency workflow - Community submission system
📊 Translation Statistics¶
Demo Content Coverage¶
| String Table | Keys | Languages | Translations | Status |
|---|---|---|---|---|
| IntroSubtitle | 14 | 12 | 168 | ✅ Complete |
| DemoDialogsLvl1 | 12 | 12 | 144 | ✅ Complete |
| DemoDialogsLvl2 | 13 | 12 | 156 | ✅ Complete |
| DemoDialogsLvl3 | 11 | 12 | 132 | ✅ Complete |
| MenuUILoc | 19 | 12 | 228 | ✅ Complete |
| Items_N_Stuff | 13 | 12 | 156 | ✅ Complete |
| IngameTexts | 8 | 12 | 96 | ✅ Complete |
| TOTAL | 90 | 12 | 1,080 | ✅ 100% |
🔗 Related Documentation¶
- Supported Languages - Complete language list with locale codes
- Localization Completion Summary - Detailed completion report
- Main GDD - Game design context
- Characters - Character voice notes
- Story & World - Narrative context
- Unity Technical Docs - Implementation details
📞 Translation Questions?¶
For translation-related questions or issues: 1. Check this README 2. Review supported-languages.md 3. Check Localization Completion Summary 4. Review Unity Localization documentation 5. Contact project leads
Last Updated: December 9, 2024
Maintained by: Ozan Yokuva, Kerem Yokuva
Translation Tool: Unity LocalizationAssistant + Claude API
Status: Demo Content 100% Complete (12 Languages)