
I've been working on refactoring the strings of Bridgebourn's codebase to allow for different languages. In an attempt to think of ways to implement it without increasing system requirements, I was actually able to reduce VRAM usage a tad bit and draw calls/texture switching (especially when your inventory is open!) So, I'm expecting some users to see slight performance improvements. A happy surprise win when I was expecting the opposite!
The technical reason why: I can't fit all the letters of other languages in one UI texture atlas page. They had to be on separate pages, which would drive up the drawcalls/texture switching massively. So, I had to upgrade the UI sprite batching to work like the gameworld sprite batching does - binding multiple textures and picking them in the shader.
Anyway, the main reason I wanted to make this announcement was to let people know that language support is coming. Now that it's supported in the code, I just have to work with translators. After that, I was wondering if anyone who speaks non English languages fluently would be willing to play-test the game in your language to see if there are any issues.
If you've been seeing an influx of patchnote-less demo updates, they are pretty much minor bug fixes.
Alrighty, time to go back to work. Stay tuned for future updates!ːsteamhappyː