diff --git a/1c.-Icons-and-Inventory-Art.md b/1c.-Icons-and-Inventory-Art.md new file mode 100644 index 0000000..ba7d1c2 --- /dev/null +++ b/1c.-Icons-and-Inventory-Art.md @@ -0,0 +1,176 @@ +# 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 \ No newline at end of file