Rasmus Rasmussen's Blog
I've been a test lead at Microsoft and a PM at Valve Software. Currently a localization solution architect by day, and an indie game designer by night. Previous career in media production and photography, but always a game builder at heart...
I run my own little indie studio, called Tagunda, based in Seattle, WA. You can also find me on twitter, as @theprint.
Current project: Torgar's Quest, a roguelike dungeon crawl of retro proportions.
In this final article on game translation, the scripts used to work with strongs are shared alongside an example project, made in Gamemaker Studio 2.
Part 2 of 3, on what it takes to translate a video game. This part deals with getting off to a good start, preparing your strings, tools, etc.
Get a high level overview of what it takes to get your game translated in part 1 of 3 with increasing levels of detail. Part 1 is about planning and preparing for the localization process and its phases.
How a couple of reddit posts ended up setting the tone for Torgar's Quest, and lessons learned from talking to fans of the game's genre.
One guy's recommendation to get feedback on your projects, right from the prototype stage, and listen to inspiration when it presents itself.
Even progress can get you stuck. Sometimes, you have to recognize that you are procrastinating, maybe even why, and then do something about it.
Rasmus Rasmussen's Comments
[Blog - 10/20/2017 - 10:49]
I am glad you find ...
I am glad you find them useful Of course you may link to them all you like - that 's what they are for. :
[Blog - 10/11/2017 - 09:45]
I did have some simple ...
I did have some simple debug tools, which are very useful for regression and skipping ahead. But I would say that 80 of the time, they were not used.
[Blog - 09/03/2015 - 02:05]
[Blog - 08/17/2015 - 02:01]
Crunch is often driven by ...
Crunch is often driven by a combination of tight schedules and overly ambitious marketing poor planning over promising compared to what is realistic . Sometimes it 's not even about the game at all, but about budgets. I have seen producers start crunching teams just before the end of the ...
[Blog - 08/04/2015 - 05:37]
I agree, having 2 scores ...
I agree, having 2 scores would be helpful. I too, tend to skip any game with mixed reviews, and as a dev, that 's a problem for sure.
[News - 05/14/2015 - 01:24]
This happened to me when ...
This happened to me when I ran my Kickstarter, but I must say: Kickstarter was awesome about it. Shortly after being alerted to the issue, they banned the user in question obviously and worked with Amazon to freeze refunds. In the end, I was able to keep the pledge from ...