Switching the language mid-story throws the player to the wrong line
A translation rarely has the same number of lines as the original, so remembering "line 112" sends people to the wrong place in the other language. Here is how to name lines so the game finds the right spot, even where a translator split or joined them.
Why this works
A line number is a count in one language, and another language counts differently. A name tied to the line itself stays true when a translator splits or joins lines, and a fallback order lands the player nearby when no exact match exists.
When not to use it
Skip it when the game has only one language, or when switching is allowed only from the main menu at the start. Then there is no place to lose, and plain numbering is enough. Keep the extra names for stories that really switch mid-way.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 33 lines of example code with 6 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Switching the language mid-story throws the player to the wrong line" (read_entry language-switch-loses-place-in-story) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP