6.4 KiB
Work-Death Balance — loading screen and favicon
The game is named Work-Death Balance in the menu, native window, HTML title, description and loading screen. MatGames remains the studio signature. The stock Godot boot splash is replaced by the existing nerd-zombie mascot on black. This applies to both surfaces:
- the browser loading screen: the exported
index.pngreferenced by<img id="status-splash">in the HTML shell, drawn over#status; - native startup:
application/boot_splash/imageinproject.godot.
Asset
assets/branding/boot_splash.png, 1024x1315, palette PNG with alpha
(256 colors, antialiased alpha), about 174 KB. Subject: cartoon zombie head and bust,
bald scalp with a sparse hair fringe on the sides, thick nerd glasses, unsettling grin,
thumbs up, with Work-Death Balance in the VT323 phosphor-terminal typeface and
the subtitle MatGames — "...because he was bored..." beneath it.
Provenance is recorded in tools/branding/manifest.json:
- mascot: generated with
agy_generate(Antigravity direct API, modelgemini-3.1-flash-image) on 2026-10-11 from no third-party source material; the provider terms do not claim ownership of the output. A second AI pass (agy_edit) kept the face, grin, thumbs-up hand, shirt, pose and flat background and changed only the hair to a bald scalp with a side fringe, then a third pass added thick nerd glasses while keeping the face, grin, hand, shirt, pose and flat background. All files and their SHA256 are kept intools/branding/raw/and the chain is recorded undermascot_provenance. Note that an image generator does not emit real alpha, so the flat magenta background is keyed out locally; - lettering: drawn by script, not by the generator, because generated text is
unreliable. Font
tools/branding/fonts/VT323-Regular.ttf, glyphs of the DEC VT320 terminal, licensed SIL Open Font License 1.1 (license text kept next to it inOFL.txt, downloaded from thegoogle/fontsrepository). OFL permits embedding and redistribution, including commercially, as long as the font is not sold on its own. SHA256cf4de751ada78ceac033dbe16a687742939995b77bc2a052ae17a4957958594d.
Only the final splash/icon PNGs live under assets/, so the raw source and the font are not
packed into the export (tools/* is already excluded by the export preset).
Composition and keying
tools/make_boot_splash.py:
- measures the background color from the four corners (here 250,4,247);
- builds an anti-aliased mask by distance from that color (transparent below 55, opaque above 130) and runs a small median filter;
- removes magenta spill by subtracting
min(r, b) - g, which does not harm the pink tongue or the blue shirt because their red and blue are not both above green; - crops to the subject, applies a 50 px fade at the bottom to soften the frame cut of the generated bust, and scales to 1024 px wide with 40 px side padding;
- draws the title with VT323 in amber over a blurred glow layer, plus an optional
second line. Defaults are
Work-Death Balanceand the subtitleMatGames — "...because he was bored...";--title,--subtitle(empty to omit) and--subtitle-heightchange them. A 30 px--bottom-paddingband is left under the text so the shell progress bar does not cross the lettering; - quantizes to 256 colors (no dither) and writes the PNG plus the manifest;
- invokes
tools/make_favicon.pywith the already keyed original 1024×1024 mascot. A head-only polygon excludes the hand and bust, then draws the face inside a dark rounded badge with an amber outline. No new AI generation or second chroma key. The 512×512 RGBA master isassets/branding/work_death_icon.png; a 32×32 review preview is kept intools/branding/favicon_preview_32.png. Provenance and SHA256 are recorded underfaviconin the same manifest.
python3 tools/make_boot_splash.py tools/branding/raw/agy_edit_20261011000309_0.jpg \
--provenance tools/branding/raw/agy_generate_20261010234423_0.jpg \
--provenance tools/branding/raw/agy_edit_20261010235510_0.jpg
--colors 0 keeps 32-bit RGBA if a future artwork needs smoother gradients.
Godot settings
config/name="Work-Death Balance"
config/icon="res://assets/branding/work_death_icon.png"
boot_splash/bg_color=Color(0, 0, 0, 1)
boot_splash/image="res://assets/branding/boot_splash.png"
boot_splash/show_image=true
boot_splash/use_filter=true
The default stretch behavior is kept, so the image is scaled preserving its aspect
ratio; the exported shell confirms the result with the classes
show-image--true fullsize--true use-filter--true and #status background
#000000.
Verification
- Exported
index.pnghas the same 1024×1315 dimensions as the master. Godot re-encodes palette images to RGBA, so bytes need not match the source PNG. - Web preset
html/export_icon=trueuses the project icon through Godot's official exporter. It createsindex.icon.png(512×512) andindex.apple-touch-icon.png(180×180) with the corresponding HTML links. No generated HTML patch or default Godot favicon remains; both files are included in the immutable release/hash check. Firefox's runtime favicon is a generated blob URL; decoded pixels were compared with the exported PNG and match exactly (zero mean/max difference). - The exported shell contains no "Game engine" text and the splash image has an
empty
alt. - The legacy URL
/pub/zombie-fps/, score API andzombie_fps_*localStorage keys intentionally remain unchanged to preserve bookmarks and browser identity. - Native
user://moves with the project name.player_profile.gdimports the old siblingZombie Room FPS/zombie_fps_profile.cfgonly when the new profile is absent, never modifies the source and never replaces an existing new profile. Name, ID, best score and name-lock flag are retained; migration has isolated tests. The actual local migration was also verified byte-identical, old file unchanged. - On a phone in landscape the splash is scaled to fit the height, so the mascot appears fairly small; a landscape variant (mascot beside the title) would fill more of the screen if that is wanted.
test_rebalance_branding.gdchecks title, icon, export setting and exact damage values;test_player_profile.gdincludes five non-destructive migration checks. Both suites also pass in the GDExtension-free staging project.