Writing a name that fits
No confirmed picture from the game yet. This subject is kept as a note for now: the facts below are verified against the game's own files, but no image has been confirmed for it, so it is not published as a finished entry and is kept out of search engines.
What the game establishes
- A name belongs to a customisation system with a manager, its own data and its own items.
- The customisation is networked, so a change is the shop's change for every player.
- The name is drawn on an overlay of its own rather than inside a menu.
- A category name has an overlay of its own.
- A name has its own data record.
- A name is fitted to its space by a font sizer.
- Text can also size itself, which is how a translation of a different length still fits.
- The game builds its name text with a font atlas of its own, in a regular and an extra-light weight.
In play
A name in this shop is not a line of text typed into a box. It belongs to a customisation system with a manager and its own data, and the same system covers the fittings you choose for the shop.
The customisation is networked. There is a networked version of the manager, so a name or a fitting chosen by one player is the shop's name for everyone rather than something only one person sees.
The name is drawn on an overlay of its own rather than being part of a menu. That is what allows it to appear over the shop rather than in a corner of an interface.
Categories have overlays of their own. A sign over an aisle and the shop's own name are therefore handled by the same idea, even though they show different things.
A name has data behind it. There is a record of its own for a name rather than the string being stored wherever it happens to be used, which is how the game can keep a name with the shop.
It is sized to fit. There is a component whose job is to fit a name to the space it has, so a long shop name does not run off the sign it is written on.
Text can also size itself. The same arrangement is used for translated text, which is why a name that is short in one language and long in another still fits its box.
Because the data, the overlay, the fit and the language handling are separate, the game can change how names look without changing what a name is.
What this entry does not tell you: how long a name may be, what characters are allowed, or how it is drawn on screen. We have not verified those, so we do not print them.