Add 1c. Icons and Inventory Art

Alexander Sellite 2026-07-26 15:19:20 +00:00
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# Icons and Inventory Art
This page covers item icons, hotbar art, category icons, status symbols, and other small gameplay graphics.
## Primary goal
An icon should communicate its meaning quickly without requiring text.
At a glance, players should be able to distinguish:
- Fishing rod
- Coffee
- Energy drink
- Snack
- Fish finder
- Cooler upgrade
- Currency
- Fish
- Clothing
- Tools
- Consumables
## Style
Icons should use:
- Strong silhouettes
- Limited colors
- Large recognizable features
- Simple shadow shapes
- Consistent visual weight
- Transparent backgrounds
- Minimal interior detail
Avoid:
- Realistic rendering
- Tiny labels
- Fine linework
- Complex backgrounds
- Excessive perspective
- Very thin handles or cords
- Details visible only when zoomed in
## Suggested size
Typical source sizes:
- 32 × 32
- 48 × 48
- 64 × 64
The issue should specify the exact target where possible.
Design at the smallest intended source size rather than relying on reduction from a large illustration.
## Silhouette test
Temporarily fill the icon with one solid color.
If it becomes difficult to identify, the silhouette probably needs improvement.
Important features may be exaggerated.
Examples:
- Fishing rod: thick rod angle, visible reel, simple hook or line
- Coffee: cup body, large handle, steam marks
- Energy drink: narrow can, bold stripe or lightning shape
- Snack: clear wrapper or food silhouette
- Fish finder: screen, sonar arc, fish mark
- Cooler expansion: cooler box with a clear plus symbol
## Color use
Use one dominant color and a small number of supporting colors.
Suggested structure:
- Main object color
- Shadow color
- Highlight color
- Optional accent
- Optional dark edge
Do not make every icon equally bright.
Consumables and important tools may use stronger accents than ordinary materials.
## Outline use
Small icons may use selective outlines to remain readable on warm cream tiles.
Use:
- Dark brown
- Navy
- Deep teal
- Dark purple
Avoid pure black unless it is clearly the best fit.
Outline thickness should remain visually consistent among related icons.
## Tile preview
Every icon submission should include a preview on:
- Warm cream
- Tan
- Dark green
- Transparent checkerboard
An icon may be used in several interface contexts.
## Quantity and text safety
Do not place important visual details in the bottom-right corner when the UI may display quantity text there.
Leave space for:
- Stack count
- Hotbar slot number
- Favorite indicator
- Selection border
- Cooldown overlay
The issue should state known overlays where applicable.
## Variants
Do not create many color variants unless requested.
For reusable icons, separate color variants may be appropriate when they represent genuinely different items.
Avoid recoloring one object into many meaningless duplicates.
## Source files
Keep layers organized where practical.
Suggested layer names:
- outline
- highlight
- object
- shadow
- accent
- reference
Do not include reference images in the exported file.
## Godot requirements
Icons should be tested with:
- Texture filtering disabled
- Actual hotbar or inventory dimensions
- Selection borders
- Quantity overlays
- Hover states
- Disabled states where applicable
The icon should not become muddy or unevenly scaled.
## Deliverables
Include:
- Editable source
- Exported PNG
- Native dimensions
- Palette
- Tile previews
- In-game screenshot
- Related issue number