Cohesive Presence
The swiftly approaching deadline of the expo has been a great motivator, and I’ve had to consider both physical and digital presence. On the physical side…

I’ve continued my work on Steam Deck compatibility, but I’m not confident I’ll be able to get it to the level of polish that I think it should be. I will bring two mice, keyboards, and monitors, along with my two Steam Decks (original LED and a white OLED). This will guarantee that everyone will be able to play and avoids obvious feedback about controller support.
I need to order stickers for the game and evergreen business cards for myself, and I need to do that sooner rather than later.
Digitally, I’ve been putting together the Steam Store Page. I had gotten advice from… someone, I’m sorry, I don’t remember who, who recommended doing the Steam Capsule art within the game engine. It’s a great suggestion. I still needed to do some scaling and cropping, but having the assets right there was clutch. I’ve got most of the metadata together:

It’s also forced me to work on the art, which I’ve been pretty intentionally ignoring. I had previously experimented with the player’s avatar using procedural generation, but put it aside. I revisited it, with some of the same ideas but a new implementation approach with an eye towards persistence and serialization. The square became a cigar, but then with some other parameters has evolved into something more shiplike, with “greeblies” as the random little decorators are referred to by Industrial Light and Magic.

There’s definitely more to go and it’s a bit noisy right now. The colors are consistent with the theme, but I need to do some work to make it a bit more distinctive; some outlines (shaders?) will help.
The art and polish has been not only for the static page, but for a teaser trailer. After some effort, I have a rough cut, but there are a few things that I need to do in order to make it ready:
- Recapture cut scenes without mouse cursor
- Extend from 60 seconds to 90 seconds to improve pacing
- Add animations to key mechanics to make it clear that Something Is Happening, rather than the result just appearing
- Clean up replayability language so procedural generation is infinite, but scripted encounters aren’t
- Add colors and shapes to placeholder enemy art (everyone is just red squares right now) for variety
I know I want the trailer ready for the expo, which means I’ve got some work ahead of me. I’m trying not to crunch, but I can’t let it sit either.