Reply to Re: How to handle a foreign language in a d-mod?
If you don't have an account, just leave the password field blank.
Another aspect of this I'm trying to figure out is how should the player be able to respond. I'd like to give them a chance to try and talk even when Dink doesn't know the language too well, but it's kind of silly to be able to select meaning fully dialog choices--even by chance--when you have absolutely no idea what you're saying. But on the other hand, Dink it a pretty silly game, so maybe it's okay.