by loftar » Mon Mar 29, 2021 10:12 am
One of the main problems is that the game does relatively complex linguistic manipulations (at least compared to how many other localization systems work). Among other things, there are functions for generating indefinite, genitive and plural forms of words (all of which are quite hacky and depend highly on these things being relatively simple in English), and in some cases such things are done as merging clauses (which currently uses the property of English that dependent and independent clauses use the same form). That is why, as Jorb says, there'd need to be a lot of metadata about every text resource, so that it can be inflected into whatever grammatical context it needs to be put in. I also wouldn't want to implement this in several places, so I'd probably want to move all text sources out of the server and put them into resources or something, so that the entire thing can be implemented only in the client.
It is something that I've been thinking about to and fro over the years if only out of academical curiosity, so I wouldn't be surprised if I make it happen sooner or later, but it's not a small thing for sure, and not exactly at the top of the priority list.
"Object-oriented design is the roman numerals of computing." -- Rob Pike