This is a sample post to show how localization notes look on this blog.
Unstable terminology makes dialogue unstable
When the same skill has different names on different screens, players start doubting the translation before they have even learned the system. That is why we lock the glossary before assigning dialogue drafts.
Locking it does not mean it can never change. It means changes go through a single channel.
What to record when locking a glossary
| Field | Why it matters |
|---|---|
| Source text | Lets us check later whether two entries refer to the same thing |
| Translation | The wording used in the current build |
| Prohibited terms | Synonyms that must not be used |
| Context | Whether this is a skill, a place name, or a joke |
Once you settle on a term, keeping another file from quietly overturning that decision is harder than translating it in the first place.
Checking everything by hand becomes easier to miss as builds accumulate. The sample program Glossary Lint is a fictional tool created to illustrate that gap.
Replace this entire file when you are ready to publish real work notes.