happy holiday

Hope you’re well.

We’ve done a lot of these now, and figured we should probably not end the year by missing the last one. The holiday season can provide a lot of distractions, with one of us trying to stay warm, and the other trying to stay healthy. Despite it, we’re happy to share the progress we’ve made.

fonts

We’ve leared that they’re deceptively simple. We made a custom font when we entered a game jam, back in the day. All assets had to be our own. The font we ended up with was not great. It was tiny and looked cool enough, but it was impossible to read. For this game, we decided to give it another shot, which led us down a deep rabbit hole. After installing Font Forge and learning about em size, we finally made something that’s not bad. It generally matches the quirky vibe of our game. Now we just need to make sure the rest of our UI assets match, as well.

water

Does anyone know how to make a water shader, because we don’t. We’re trying, though. We’ve tried a few times now, actually. There are some things we didn’t know we needed to consider, like whether we want to be able to see beneath the water, or whether it should appear solid. We know we like the iconic water from Wind Waker, so for our next attempt, we’ll probably be learning how it works and adopting it.

steam

We’ve been talking about making a Steam page for Spectra & Boggs for ages, but have never been able to see it through. One of the things holding us up has been the art that’s required for it. We need an image we can use at different resolutions to appear on the store capsule and in the game library. Art has once again caused us trouble. We’ve made a few differenct concepts, but haven’t loved any of them. We think we’ve finally landed on a really simple one. Hopefully, once that’s done, we’ll have our page up soon. Ideally, just in time for MAGfest.

it’s been a great year

If anyone has read these posts, thank you.

It’s wild to think we started this blog a year ago. That means we’ve been working on this game for even longer. Somehow, it feels like no time has passed at all. But it has, as proven by the progress we’ve made.

Who knows what 2026 will hold. Maybe even… a release date?