We Got One!...?
I think we may have a winner! After a list of progressively shorter game titles, I reached a point where I thought, "okay, this is getting so short that it no longer tells anything about the game." Plus, the logo looked nicer, and more akin to NEO Scavenger's, if I made it longer again.
So after some more word-searching and tweaking, I think I've finally arrived at a safe title. No competitors so far. Some room for interpretive meaning. Logo looks good. Words in the title hint at some relevant game things. It's not perfect, but I'll be here all year if that's my goal. So I'm going to give it another night or two to check for staying power (and any IP conflicts).
In the meantime, I started tinkering with some title screen treatments for the game. It's not strictly necessary at this early stage. But it'd be nice to know how I'm going to present the game to the world, from a marketing point of view. Are there any thematic colors? Textures? Imagery? I may not arrive at answers to these questions before I reveal the title, but it doesn't hurt to explore these questions for a bit before I do.
On the mobile front, Tiago and I discussed micro-UI problems a bit more, and we decided to try out pinch and spread as a gesture to access some of the more crowded UI items in NEO Scavenger. The holy grail of this exercise is to be able to pick a tiny object like a glass shard or lighter out of a cluster of tiny objects using one's finger as an input tool, move it to the desired container, and fit it into a slot.
So far, this has proven to be tricky, even on 10" screens. The precision just isn't there with a fingertip. And this pretty much makes or breaks the game experience. So we have to get it right!
Anyway, this is our current focus. And with any luck, this experiment, or the zoom lens, or perhaps a combo of the two, will get us there.