Add 1c. Icons and Inventory Art
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1c.-Icons-and-Inventory-Art.md
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1c.-Icons-and-Inventory-Art.md
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# Icons and Inventory Art
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This page covers item icons, hotbar art, category icons, status symbols, and other small gameplay graphics.
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## Primary goal
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An icon should communicate its meaning quickly without requiring text.
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At a glance, players should be able to distinguish:
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- Fishing rod
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- Coffee
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- Energy drink
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- Snack
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- Fish finder
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- Cooler upgrade
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- Currency
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- Fish
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- Clothing
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- Tools
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- Consumables
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## Style
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Icons should use:
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- Strong silhouettes
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- Limited colors
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- Large recognizable features
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- Simple shadow shapes
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- Consistent visual weight
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- Transparent backgrounds
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- Minimal interior detail
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Avoid:
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- Realistic rendering
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- Tiny labels
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- Fine linework
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- Complex backgrounds
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- Excessive perspective
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- Very thin handles or cords
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- Details visible only when zoomed in
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## Suggested size
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Typical source sizes:
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- 32 × 32
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- 48 × 48
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- 64 × 64
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The issue should specify the exact target where possible.
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Design at the smallest intended source size rather than relying on reduction from a large illustration.
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## Silhouette test
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Temporarily fill the icon with one solid color.
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If it becomes difficult to identify, the silhouette probably needs improvement.
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Important features may be exaggerated.
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Examples:
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- Fishing rod: thick rod angle, visible reel, simple hook or line
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- Coffee: cup body, large handle, steam marks
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- Energy drink: narrow can, bold stripe or lightning shape
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- Snack: clear wrapper or food silhouette
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- Fish finder: screen, sonar arc, fish mark
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- Cooler expansion: cooler box with a clear plus symbol
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## Color use
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Use one dominant color and a small number of supporting colors.
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Suggested structure:
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- Main object color
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- Shadow color
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- Highlight color
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- Optional accent
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- Optional dark edge
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Do not make every icon equally bright.
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Consumables and important tools may use stronger accents than ordinary materials.
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## Outline use
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Small icons may use selective outlines to remain readable on warm cream tiles.
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Use:
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- Dark brown
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- Navy
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- Deep teal
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- Dark purple
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Avoid pure black unless it is clearly the best fit.
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Outline thickness should remain visually consistent among related icons.
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## Tile preview
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Every icon submission should include a preview on:
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- Warm cream
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- Tan
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- Dark green
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- Transparent checkerboard
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An icon may be used in several interface contexts.
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## Quantity and text safety
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Do not place important visual details in the bottom-right corner when the UI may display quantity text there.
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Leave space for:
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- Stack count
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- Hotbar slot number
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- Favorite indicator
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- Selection border
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- Cooldown overlay
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The issue should state known overlays where applicable.
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## Variants
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Do not create many color variants unless requested.
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For reusable icons, separate color variants may be appropriate when they represent genuinely different items.
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Avoid recoloring one object into many meaningless duplicates.
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## Source files
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Keep layers organized where practical.
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Suggested layer names:
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- outline
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- highlight
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- object
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- shadow
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- accent
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- reference
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Do not include reference images in the exported file.
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## Godot requirements
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Icons should be tested with:
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- Texture filtering disabled
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- Actual hotbar or inventory dimensions
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- Selection borders
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- Quantity overlays
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- Hover states
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- Disabled states where applicable
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The icon should not become muddy or unevenly scaled.
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## Deliverables
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Include:
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- Editable source
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- Exported PNG
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- Native dimensions
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- Palette
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- Tile previews
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- In-game screenshot
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- Related issue number
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