studio sim update: im putting it on steam, which is quite an elaborate process.
steam graphical assets that are required for publishing a game
there are a ton.ideally i need to hand illustrate some of these. ill do that but i need to debug and get working the steam deck support first.
header capsule
small capsule
library logo
library hero
library cover
These are just some of the assets, i kind of whipped them up so that i can test the build from downloading it from steam. in order to do that you need to check all these boxes.
| graphics | build |
|---|---|
Screenshot 2026-01-05 at 3.23.41 PM.png | Screenshot 2026-01-05 at 3.23.47 PM.png |
bugs
things to fix: we need to work on the painting3d system.
we might need to re write it if its too far gone.
the vision is this: we want the ability to be able to add TONS of these stickers and save them (when the player saves) to the world. like 1000. is that even possible? are there things in our project that prevent this from happening?
the current system is very buggy in several ways: after placing somewhere around 10 stickers on top of each other, there becomes rendering issues (flickering).
the Z ordering of the stickers logic is all wrong. the raycast that places the sticker, should determine where in Z space that sticker is placed. currently the z index keep increasing no matter where you place a sticker so empty walls will get a sticker way WAY in front of it, after the player has been stacking.
Screenshot 2026-01-04 at 6.30.06 PM.png
Screenshot 2026-01-04 at 6.45.34 PM.png
how is the raycasting position being determined? when layering is to occur? all of the stickers have alpha transparency, are we able to address this in regards to the raycast casting through it or not? or is each sticker treated as a detectable square or rectangle? and is its detectable area the size of it in its resized state if done so by the player?
Realizing that i need to make figurative paintings using the abstract motifs.
sailboat
im trying to build some kind of incremental progression to the game.
doing commissions generates money but at a certain point you should be able to unlock a studio assistant.
first thing is to make a key that you can open the door with.
Screenshot 2026-01-09 at 4.56.23 PM.png
that wasnt too hard.
Screenshot 2026-01-09 at 4.55.37 PM.png
what if i can get the doors to swing with physics on its hinge?
easy enough, and i discovered the Hinge3D in godot!
door.gif
something is terribly wrong with my lighting.
im going to have to fix this.
something about web compatibility mode only being able to have so many lights?
we get by with a little help from our friends
Screenshot 2026-01-10 at 12.44.27 AM.png
GOTTA SEPARATE THE BULB FROM THE FIXTURE NOW
Screenshot 2026-01-10 at 3.19.52 PM.png
UPDATE: steam has denied my graphical assets twice:
| first | second | third |
|---|---|---|
![]() | studio sim cover new.png | studio sim cover big.png |
third one might be what they want
its taken me a month to get all this stuff together and its still not approved. once its approved i will be able to upload a build and test that
Screenshot 2026-01-05 at 1.51.11 AM.png
Trailer might want to overdub some voice on this
im going to end this post with a link to it's steam page :
https://store.steampowered.com/app/4278180/Studio_Sim/?curator_clanid=4777282
Screenshot 2026-01-23 at 6.32.18 PM.png



