Reply to Re: How to handle a foreign language in a d-mod?
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The idea of learning a language being a plot element sounds quite interesting. If I were to try and get to a middle ground between the player learning the language and the character learning the language I would kinda take it as an important plot element. For example you could make every NPC just speak English but leave a few important nouns (or verbs) untranslated. So a character could tell Dink: 'I want you to *mort* the *verd* bonca.' Dink can only understand what that means after he learns that *mort* means hug and *verd* means brown.
You could let the player learn different collections of verbs or nouns over the course of the DMOD. (Probably just have a couple of groups of words such as colors, days of the week, small objects, large objects, actions and creatures. You could even make the words have different meanings between different playthroughs for added replayability so in one instance you'd have to hug the bonca, in another you'd have to kill it and in a final one you'd have to feed it. The player only discovers this after he finds the collection needed to do the next set of quests.
That would be kinda the middle ground for me if I wanted to really make it into a plot element.
You could let the player learn different collections of verbs or nouns over the course of the DMOD. (Probably just have a couple of groups of words such as colors, days of the week, small objects, large objects, actions and creatures. You could even make the words have different meanings between different playthroughs for added replayability so in one instance you'd have to hug the bonca, in another you'd have to kill it and in a final one you'd have to feed it. The player only discovers this after he finds the collection needed to do the next set of quests.
That would be kinda the middle ground for me if I wanted to really make it into a plot element.