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Hakan's War Manager News

LOCALIZATION SYSTEM - PART 2

Last week I introduced the localization system, this week I am continuing where we left off. First of all, I would like to announce that the localization system is almost finished, only minor adjustments are left. I will continue to talk about this process.

Last week I talked about the differences between static text and dynamic text. To remind you, static text is the text that stays fixed and unchanged throughout the game, while dynamic text is the text that changes at the start of the game or during the game depending on the situation.

[h2]Static Text[/h2]
Static texts are very easy to change, I assign a key and its equivalent in that language as a value and assign these keys to the texts. Then the texts change automatically when the player switches languages.



[h2]Dynamic Text[/h2]
Dynamic texts cannot be set at the beginning because the text content changes in the game. In such texts, the key is set, but it varies in the value part. In dynamic text, there are parts that are fixed and parts that can change. For example, let's take the message for the result of the battle, the celebration part is fixed, but the date, result, score, etc. change according to the result of the match.

[h2]How to Localize Dynamic Text[/h2]
Unity has a system for this (thank God), where you specify the parts of the text to be changed by number in fancy brackets. For example;
"The {0} Clan has received {1} gold budget increase from the War League Council for the upcoming season."



Here, the parts in fancy brackets are the parts that will be assigned values later. Here we write the values that will come from the code respectively. These are called arguments, for example in this example {0} is the clan name and {1} is the budget value assigned to the clan. These are collected in the argument and when the language changes, these values are retrieved from the argument.

This part was a bit tricky at first, but I got it done, but I'll talk about the most challenging part next week.

LOCALIZATION SYSTEM - PART 1

For the past 3 weeks, I've been dealing with the localization system (aside from some minor updates and bug fixes). There are things that seem easy at first glance from the outside, and you might think you can handle them right away, but as you delve deeper, more work emerges. The localization system was like that. The reasons for such a workload include having a lot of text in the game, and some of it needing to change depending on the situation. Now let me tell you what I've been up to in these 3 weeks.

First of all, I had no idea about localization, but we prioritized it to provide a better experience for our players. While researching how to do it, I learned that Unity already has a localization system in place. This really made my job somewhat easier, but honestly, there weren't many resources available, so I struggled with some aspects.

Unity's localization system is really user-friendly at a basic level, and you can even connect it with Google Sheets so you can make AI translations into other languages (although this is generally not well received). Instead, after making AI translations, we reach out to someone fluent in that language for help (if you'd like to help us, please contact us).

Now let's talk a bit more about the technical aspects. How does Unity's localization system work?

You create a table and input the languages you want to translate into. Then you specify a key for the text you want to translate, and then you make the translations for that text.



Translating static text is easy, but dynamic text is not so straightforward. So, what happens with dynamic text? Static text in the game remains constant and unchanged throughout the game, such as button labels on the start screen (New Game, Load Game, etc.). Dynamic text, on the other hand, are text elements added to the game later and whose values can change (we're getting into the parts that gave me a hard time here). For example, I can mention the Leaders we create in our game; these leaders are generated randomly each time, so making translations for them statically is not feasible. At the same time, since their names are proper nouns, they shouldn't be translated, but their nicknames should be.





We have a lot of such text in our game. Although I've managed to handle some of them, there are still parts I haven't figured out yet. One of these is the Inbox system, which took up most of my time.

The reason for this is that while I provide an input when creating other texts, and they load along with their translations, I keep the texts in the Inbox as data. So, I need to save them in this way when saving them, which proved to be quite challenging, but don't worry, I'll try to resolve it very soon.

HWM Early Access & Development Update V.0.3.8

Greetings, Esteemed Khans and Khan of Khans!

While we may be a day late, we bring you updates that we believe are worth the wait. Here are the notable changes in this update:

[h2]Updates and Fixes[/h2]
  • Clan Units' Appearances: We've replaced clan units' appearances with their respective clan flags. This adjustment aims to provide a more accurate representation, making it easier to identify each clan on the battlefield.
  • Leaderboard and Team Panel Sorting System: We've introduced a sorting system to both the leaderboard and team panel. This enhancement is designed to streamline information and improve overall usability.
  • Battlefield View Change: We've made changes to the battlefield view, enhancing the visual experience during battles.
  • Bug Fix: Battle Animations: A bug related to battle animations has been successfully addressed and fixed.
  • Unit Numbers Orientation Fix: During battles, unit numbers were consistently set to face downwards. This has been corrected for a more cohesive visual presentation.
  • Tactical UI Update: The tactical board now has a visual overhaul, aligning its appearance more closely with the battlefield layout.
  • Localization Progress: Our commitment to localization continues, with a dedicated focus on completing the Turkish localization soon.


[h3]Ongoing Work:[/h3]
We are actively working on refining the visuals of the battlefield to reduce chaos and improve clarity. Your feedback is invaluable, and if you encounter any bugs, please reach out to us via Steam discussions or our Discord channel.

Thank you for your continued support and engagement.

Best regards,
Oba Games Team

HWM Early Access & Development Update V.0.3.7

Greetings, Mighty Khans!

In our latest weekly update, we've made several small changes based on the valuable feedback we received from our dedicated players. Your insights are crucial in refining the game, and we appreciate the time and effort you invest in our game.

[h2]Update[/h2]
  • Auto Squad instead of Quickly Squad: The term "Auto Squad" is now used for better clarity, replacing the previous "Quickly Squad".
  • Clear Leader instead of Delete All Squad: To enhance understanding, "Clear Leader" is now used instead of "Delete All Squad."
  • Player's Clan Highlight in League Rankings: Your clan is now highlighted in the league rankings, making it easier to locate and track.
  • Units Killed instead of Most Unit Destroy: The terminology "Units Killed" is now used instead of "Most Unit Destroy" for improved clarity.
  • Surviving Units instead of Staying Alive Strike: The term "Surviving Units" is now employed instead of "Staying Alive Strike,"
  • Scout Leader Explanation Fix: The levels in the scout leader explanation have been adjusted to align with the corresponding stars, ensuring accurate information.


A special thanks to CodeNick from our Discord community for pointing out these important considerations. Your engagement and feedback continue to shape the game, and we're committed to delivering an even more enjoyable experience.

[h3]Major Update: Translation Progress[/h3]
We're excited to announce that the Turkish translation of the game is nearly complete! However, we're at a crucial decision point regarding translations into other languages. We're considering using Google Translate, but we want your feedback on this. Do you think it's a good idea to use Google Translate for other languages? Your input will help us make an informed decision.

(Last Note) New Ideas and Customization: We're always eager to explore new ideas, and this week, we've received some fantastic suggestions from our community. A special thanks to Rako for bringing in great ideas! One noteworthy suggestion is the potential for making the game customizable. Our team is looking into this, and we'll keep you, Khans, updated on any developments.

Thank you for being part of the "Hakan's War Manager" community!

Best regards,

QOL Update 22.02.2024

Greetings, Mighty Khans!

We're back with a small Quality of Life (QOL) update based on your valuable feedback. Here's what's new:

  • Sound Muting: You can now easily mute the game's sound with a single click, providing a more convenient and customizable audio experience.
  • Automatic Silence on Minimization: When you minimize the game, the sound will automatically be silenced, ensuring a seamless transition and avoiding any disruptions.

Your feedback shapes the game, and we appreciate your continued involvement in making "Hakan's War Manager" an even more enjoyable experience.

Best regards,