We build amazing iPhone and iPad apps. We recently built ABC Play School Play Time and Art Maker for iPad, and recently wrote Learning Cocoa with Objective-C Fourth Edition and the iOS Game Development Cookbook for O'Reilly. This is our blog.
We're incredibly excited to share a new report (think: very short book) that we've written for O'Reilly Media. Our report covers all the latest things in Swift 3, the latest version of Apple's programming language:
- a high-level view of Swift 3’s changes and new features, and learn how this version differs from Swift 2
- the Swift Evolution Process and the full list of accepted proposals—including those not yet implemented
- Swift 3’s changes to the language’s syntax, standard library features, and other areas
- Swift 3’s use on the server, and use a simple program to learn about Swift’s use on Linux
- further resources for learning about, working with, and converting projects to Swift 3
Yarn Spinner was written to be a more advanced interpreter for the Yarn language, a Twine-inspired tool for writing interactive dialogue. Yarn Spinner lets you write your game's dialogue in a very natural way, with minimal technical syntax and a strong focus on getting your words into the game.
Because Yarn Spinner has such a strong focus on minimising the amount of stuff you have to write on top of your dialogue, we have to be careful whenever adding new features to the language. Our goal is always to reduce the amount of stuff you have to think about when writing. However, any kind of localisation system requires you to add additional information, in the form of a key that links a line's original text that of a translated version.
We created what we think is a pretty neat solution to this: hashtags. To localise a line of text, you add a hashtag that contains a short tag, like this:
However, Night in the Woods has a lot of dialogue. Like, buckets of it. Tagging each and every line would be hugely laborious. Fortunately, we already have a tool that's very good at quickly and thoroughly processing large amounts of Yarn dialogue: Yarn Spinner itself!
We therefore put together a little tool that can extremely quickly (like, 2 seconds quickly) tag every single line of dialogue that needs it. The tool only counts text that needs localisation - that is, anything that a player will see. It ignores all other stuff, like if statements and other behind the scenes stuff, as well as any line that already has a tag, which allows you to run the tool on files that have been partially tagged. In other words, it's a tool you can feed your dialogue through without worrying about anything it's doing.
Once you have some tagged dialogue, you can then generate a file that contains every line's text, as well as its localisation tag. The tool generates a CSV spreadsheet, which is the easiest format for most people to read.
Once you have the spreadsheet, you can send it off to your translators. In our case, we sent it off to a translation team in Italy, who converted the entire text of the Night in the Woods demo into Italian. They then sent back a spreadsheet that contained the Italian versions of all of the lines. We then dropped this into the Night in the Woods demo, and presto: localised!
The code for the localisation tool has already been merged into the development branch of Yarn Spinner, and we'll be putting out more info on how to use it soon. We can't wait to see more games in more languages using Yarn Spinner. Stay tuned for more!
For the fourth year in a row we went to GovHack, the world's biggest open-data hackathon, and made a game. We (Paris and Jon) teamed up with Rex, Seb, Matthew, Tim, Arabella, and Josh, and build Beat the Press, a game about news (sort of?) Check out the video, and the website for the project! It was a great way to spend 48 hours.
We're looking forward to coming back to GovHack next year! Thanks to all the organisers and volunteers in Hobart, as well as the other participants. Everyone made it such a great experience as usual!
In London, in October, we'll be giving a talk about our experiences turning open data into video games at OSCON; it's one of our favourite conferences, and we'd love to see you there!
We'll give you an in-depth introduction to Swift, the new language for developing iOS and OS X apps and services. We’ll focus on the latest stable version of Swift, together with the latest Xcode and iOS. We’ll start by getting up to speed with the Swift language, becoming familiar with its fundamentals, and then explore the details of Swift and its standard library, including some of its more sophisticated features. Using Playgrounds, you’ll get hands-on experience writing Swift code throughout the course.
It's May and we're off to a whole lot of conferences, all in the USA:
- IA Summit 2016, in Atlanta, Georgia
- presenting How Do I Game Design? covering how and why games do what they do
- OSCON 2016, in Austin, Texas
- presenting, together with Tim Nugent, Swift programming for iOS, OS X, and beyond, covering the latest in Swift
- Write The Docs 2016, in Portland, Oregon
- presenting, together with Tim Nugent, Code the Docs, looking at live programming and documentation environments