![]() Then I would suggest writing a translator program so you could type in "dog" and it would spit out (let's say) "w6" which those glyphs when displayed in your custom font would look how you intended. Secondly, if you don't mind it being a pain to write your new language in an English text editor, you can always replace more than just a-z to handle more glyphs. ![]() That's the term I needed in order to learn more about doing what I wanted to achieve. It would be usable in Word, Notepad, etc just like Japanese fonts I assume.Įdit: Thank you to everyone who answered, I figured out the keyword I was looking for. It shouldn't matter which engine is used provided it has proper support for fonts rendering. I realize this has nothing much to do with the game engine because if I make the font file work properly based on the writing rules that I have for the language. And also, let's say I want to use it on promotional things like the website, would the font that I make in the first place (I assume it will be a TTF format) work with web technologies? I'm just curious how I can go about making the actual font file for this kind of thing. So to spell out "dog" in my custom written language, it would be like this. However, if you want it to read as a solid "guh" sound without an "ah" at the end, you put a small x on the top right like so. Here's the character for the phonetic sound "ga". ![]() When you want it to read as "do", you ad a single stroke like so. This is the character for the phonetic sound "da". But what if it follows a different rule for writing? If I'm gonna use the roman alphabet as base, I assume I'd just need to edit A, B, C, D, E, and so on and replace it with the character from my homebrew one. Let's say I already know how each character would look like. How would I go about making a font for that? Say I'm working on fleshing out a writing system for my game which isn't based on how the roman alphabet works.
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