r/OurLife_Simulator

This game is really great

When I play this game, the level of detail is honestly incredible. To be honest, I don’t care much about graphics; I prefer rich detail and content, and this game has nailed it. It’s still being developed, and I think it could become incredibly popular if more languages are added. I’m wishing it success already. By the way, I design user interfaces, and if you ever need any help, I’d be more than happy to assist without charging a fee. Best of luck .

reddit.com
u/Mustafa1987x — 2 days ago

This Game is Fire

I love this game so much. I am on my first playthrough with my first character. It took me a sec to figure things out and I didn’t realize I needed to go to the doctor and get vaccinated. As an adult, I ended up with Leukemia, MS, and cervical cancer. Twenty years later, she still kicking and recently got married. I’m hoping my character can retire early.

Keep up the good work on this game.

reddit.com
u/cloudtheff7 — 3 days ago

Localisation: A dev-log journey

Hey everyone and thank you again for all of your support!

I've heard a lot of your feedback and I'm listening. Actually, this story comes as a result of this listening, so sit back, get comfortable, and watch me make mistake after mistake in the form of dev log updates!

Pre Post

Localisation is something that's big for me, not only because it's a huge accessibility concern but also because it means people across the globe can experience something I made in their native tongues. And that in itself is super special to me.

Fortunately, I was in a pretty good place because I'd prepared for this, right? Yeah, I'd prepared — in the way that I'd bought the ingredients — but that was only half the battle. Nah, scratch that - a fraction of the battle.

Godot offers really awesome translation tools and I'd been programming with eventual localisation as the goal, so why am I complaining? I'm not... just yet anyway.

Preparation phase

All I need to do is extract all of the text which is relatively simple. I write a .js script to extract all of the user-facing text into a csv, deduplicate the list, and then returned to the research I'd done about localisation.

The problem

I am an indie dev who is absolutely bootstrapped for cash. All this means is I have to find the most effective way to do this within budget constraints (~$0) and to a quality that players would appreciate. But how am I supposed to do that for a completely text-based game with over 40,000+ lines?

Well I guess now that I have the complete .csv, there are a lot of different tools out there that could help me. You know, like accessing Google Translate via an API and batching the csv. Ambitious, but hopefully cost effective and efficient... dear friends, it was neither. But before we get into that, here's the overly zealous developer those of you who follow me on Ko-Fi saw.

1st Post (Ko-fi | Circa 22:30pm)

>I don't want to make any promises — especially as I'm not too sure how great the translations are going to be — but I found a great tool on Github that proved to be quite useful.

>Using a similar approach (basically identical, bar adjustments for the key IDs since I don't want them translated), I was able to start iterating through the extracted text using the Google Translate API. 

>Whether or not this will work — and how long it might take — is still up in the air but I'll be sure to check back in with everyone once I have some more information. 

>As of now, I've hit rate limits a few times (that's called being overly ambitious in your batching efforts) BUT it appears one of the ten languages (French) is at 25% complete already. 

>So stay tuned lol.

Reader debrief 1

Oh my dear, sweet, naive Wavey... For those of you who are developers (and weren't in a state of ambitious hyperfixation), you already know it didn't work out. I hit rate limits over, and over, and over again.

But there was light at the end of the tunnel because I've heard good things about Azure's API from indie studios and larger game developers — it's right there in my face, I just couldn't see it — so why not give it a go?

2nd Post (Ko-fi | Circa 05:30am)

>So I'm still working on this (God knows how many hours later lol) because I kept hitting rate limits on the free API. Considering I've extracted over 40,000+ phrases, I decided to make the move to Azure's API instead and I think it's going much steadier.

>As the game was set up in Godot, I was already using its built-in translation functionality, and so, having extracted all relevant text using node, I should be able to test the translations soon and identify any edge-cases that might've slipped through the extraction.

>Because of the way this works, however, I can cater to more languages than I had initially planned BUT I'm not too sure just how accurate the translations will be or how well certain cultural nuances will translate.

3rd Post (Ko-fi | Circa 05:35am)

>This, therefore, means I'll probably have to open the floor up to the community. I'll try and find a way for players to contribute fixes for translations in a way that's efficient and doesn't require constant maintenance. Until then, that is all for now!

Reader debrief 2

Icarus, you have flown too far to the sun. I'll let the remaining dev logs tell the rest of this story and take you on a little detour. In the midst of all of this happening, let's just say I underwent a rite of passage — albeit an unwelcome one — known to game developers world wide.

I was sent a screenshot of a poll in favour of uploading a pirated copy of my game onto a piracy website (it's validating people want to play the game, sure, but the game is also only around ~$4) which is pretty funny for reasons past WaveyGaming Productions is about to reveal... so over to you.

4th Post (Ko-fi | Circa 15:00pm)

>Hehehe, I'm in danger. No, not really. I just didn't realise quite how expensive running the Azure localisation API was going to be. Yes, it was faster than the free version but at what cost... ÂŁ350+ to be precise.

>And there are still a few pieces of text that have slipped through the cracks and will, therefore, still need translating. Not to mention, I don't even know if the translations are going to be correct.

>Game development has and always will be an expensive lesson lol, but at least it's a learning I'm dealing with now and not later. I've been programming long enough to know that every bug and potential (personal and programmatic) breakdown have teachings hidden within them.

5th Post (Ko-fi | Circa 15:02pm)

>I tried to be blasé and frame that as positively as possible but DAMN loooool. We live and we learn, just be smarter about it than me, and run those cost conversion numbers in your head before committing to an unreasonable sized translation task.

>Or, take your time with it, not everything has to be done in an overnight hyperfixation, with no concern for your wallet or your health lol.

Reader debrief 3

Ironic, heh? While people were trying to rob me off my sales — obviously I'm joking, I know piracy is very common and this is not a woe is me story, but rather a lesson learned — through polls, I was robbing myself through stupidity.

That being said, I now have spreadsheets of localised game data for a variety of languages that were requested by players. The issue is, we're yet to find out just how useful those translations were.

u/charmedorigins — 6 days ago
â–˛ 21 r/OurLife_Simulator+1 crossposts

Everlife 2 Open Beta Test

Hi everyone! The Everlife 2 open beta officially starts next week! 🎉

This is your chance to try the game early with all DLC unlocked to help test new systems, find bugs, and share feedback before launch.

Sign up here: https://forms.gle/1PqcRKiQDCkjjkjp7

A quick note... next week’s beta will be iOS only. Android users are welcome to sign up now, and will be invited once Android testing begins.

Thank you all so much for supporting Everlife 2. I’m so excited to finally start getting the game into your hands after all this time! 💛

u/blackwell94 — 7 days ago

[Megathread] Bug Reports

With the launch, I thought I'd put together a little bug reports megathread for anyone looking to report bugs they encounter; however small or big they may be!

Please make sure to read any other existing reports before submitting your own. That way we can ensure we're not reporting the same issue and, as a result, hiding other bugs underneath them.

Thank you all in advance and I hope you're enjoying the game!

Bug report template -

OS:

Mac/Linux/Windows

Problem:

When doing X, Y happened when Z should have happened.

Notes:

Any additional information you think would be helpful to reproduce the bug and address it.

reddit.com
u/charmedorigins — 8 days ago

[AMA] OurLife Upcoming Release

Hey everyone,

I want to start by saying thank you to everyone who has shown interest in — and even wishlisted — OurLife, it genuinely means a lot to me.

As we have quite a few new people who weren't around for either alpha or beta testing (or even if you were), I wanted to give everyone a chance to ask questions and get some clarity over anything they're unsure of!

Feel free to ask about the game, its features, the game dev journey, future updates, or just anything else you might be wondering and I'll do my best to answer them all!

reddit.com
u/charmedorigins — 9 days ago

Question about the game

I'm checking this game out, and it looks nice so far. I just have a quick question for those who have tried the beta, or perhaps for the dev himself. I am just wondering how replayable the game is, and if there will be anything to extend replayability such as Steam Workshop integration.

Again, looks like a great game and good luck to the dev with the upcoming release.

reddit.com
u/Doggamer7935 — 12 days ago