Localization

Translated editor strings and localization boundaries.

v0.9.5Godot 4.6–4.74.7.1 recommendedReference
This page summarizes the current v0.9.5 workflow and keeps Early Access boundaries clear.

v0.9.5 localization and accessibility integration

v0.9.5 synchronizes DreamLocalization locale state with Godot TranslationServer while preserving Dreamcatcher’s existing translation-table fallback behavior. Supported dialogue keys, UI recipe localized text, and accessible names/descriptions can refresh with the active locale.

UI recipes can author native Godot Control accessibility metadata such as accessible names, descriptions, relationships, live-region settings, and focus behavior. Validation also checks localization fallbacks, focus/navigation structure, pseudolocalization, RTL behavior, and reduced-motion readiness where supported.

Boundary: these are authoring, runtime-integration, and validation helpers. Dreamcatcher does not claim certified accessibility conformance or automatic human-quality localization; target-language review, target-platform testing, and project-specific accessibility work remain necessary.
Reference page: this page is public-facing. It explains what the inventory means for users instead of expecting plugin-development knowledge.

Localization and translated editor strings

Dreamcatcher includes translation resources for several editor/plugin strings. Current package files include Arabic, German, English, Spanish, French, Italian, Japanese, Korean, Portuguese, Russian, and Chinese .translation resources, plus the source CSV.

These files support plugin/editor localization surfaces where wired. They do not automatically translate your game content. For your own game text, manage dialogue, UI labels, and localization resources inside your project and validate missing text references where applicable.

Localization, accessibility, mobile/touch, multiplayer, achievements

Localization

Use localization resources for public-facing text such as UI labels, dialogue, menus, item names, quest names, and tooltips.

  • Plan stable text IDs/keys before writing large amounts of dialogue.
  • Test language switching early.
  • Check text overflow in buttons, HUD elements, menus, and dialogue boxes.

Accessibility

Plan accessibility from the first playable prototype instead of adding it at the end.

  • Use readable text sizes and contrast.
  • Support captions or subtitles for important audio.
  • Allow input remapping where possible.
  • Offer reduced effects or alternative feedback for intense visuals.

Mobile/touch

Use DreamVirtualJoystick, DreamTouchButton, DreamTouchDPad, and DreamGestureArea as helpers for touch-friendly control layouts.

  • Keep buttons large enough for thumbs.
  • Leave space around important UI.
  • Map touch controls to the same input actions used by keyboard/controller.
  • Test on the target device, not only in the editor.

Multiplayer boundary

DreamNetSync and networking-related tools are advanced systems. Treat them as foundations that still require real multiplayer testing.

  • Test authority and ownership.
  • Test latency and reconnection behavior.
  • Validate lobby/session flow if used.
  • Review platform networking rules and security needs.

Achievements

Use achievements as progression or reward signals connected to variables, quests, milestones, UI notifications, and save data.

  • Define when the achievement unlocks.
  • Show feedback when it unlocks.
  • Store it in save/progression state if it must persist.