Add 2a. 2D Visual Style and Palette
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2a.-2D-Visual-Style-and-Palette.md
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2a.-2D-Visual-Style-and-Palette.md
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# 2D Visual Style and Palette
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NETFISHING uses warm, palette-limited, pixel-style 2D art that complements its chunky low-poly 3D world.
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The art does not need to follow a strict historical console limitation. It should still look deliberately constructed at the pixel level rather than like smooth high-resolution art that was reduced afterward.
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## Core visual qualities
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Assets should generally use:
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- Limited color counts
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- Clear blocky silhouettes
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- Intentional pixel clusters
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- Minimal antialiasing
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- Simple shadow shapes
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- Small selective highlights
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- Warm neutral interface colors
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- Muted environmental colors
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- Brighter accents for interactive or collectible elements
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Avoid:
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- Smooth vector-like antialiasing in pixel assets
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- Soft airbrush shadows
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- Large blurred highlights
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- Heavy texture noise
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- Photorealistic detail
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- Excessive gradients
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- One-pixel noise scattered without purpose
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- Colors that blend into surrounding panels or terrain
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## Shared palette
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The following colors are a starting reference rather than an absolute restriction.
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### Light neutrals
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| Name | Hex |
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|---|---|
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| Cream | `#F3E3C5` |
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| Pale panel | `#F8E8CB` |
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| Warm highlight | `#FFE8C2` |
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| Soft sand | `#D7A35F` |
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### Browns and earth
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| Name | Hex |
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|---|---|
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| Warm tan | `#D5AA72` |
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| Caramel | `#B77A2E` |
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| Dock wood | `#8A4F23` |
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| Dark timber | `#4E2816` |
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| Deep soil | `#6B2D1A` |
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### Greens
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| Name | Hex |
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|---|---|
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| Olive grass | `#A3A62A` |
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| Moss green | `#6F7D19` |
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| Dark foliage | `#40552C` |
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| Muted UI green | `#5D7A61` |
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| Deep UI green | `#354C39` |
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### Water and cool accents
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| Name | Hex |
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|---|---|
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| Seafoam | `#8FD3C4` |
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| Turquoise | `#2F9E9A` |
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| Deep teal | `#176F73` |
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| Navy outline | `#0D1B2A` |
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### Bright accents
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| Name | Hex |
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|---|---|
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| Fox orange | `#D94908` |
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| Playful coral | `#F04F73` |
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| Strong red | `#C9003D` |
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| Golden yellow | `#F0A000` |
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| Purple accent | `#55305F` |
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## Color hierarchy
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Use calmer colors for:
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- Large UI panels
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- Terrain
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- Background decoration
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- Common item frames
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- Structural elements
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Use brighter colors for:
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- Characters
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- Rare fish
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- Important items
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- Selected controls
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- Notifications
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- Bobbers
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- Interaction icons
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- Shop highlights
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- Rarity indicators
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Do not make every object equally saturated.
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## Shading
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Preferred shading is restrained.
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Most assets should use:
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- Base color
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- One shadow color
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- Optional highlight color
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- Optional outline or edge color
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Small icons may use only two or three colors.
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Larger fish illustrations may use several colors where species markings require them, but should still avoid smooth painterly rendering.
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## Highlights
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Highlights should be:
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- Small
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- Purposeful
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- Positioned to describe form
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- Drawn as clean pixel clusters
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- Limited to important surfaces
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The creature references use small cream or white highlight marks rather than broad glossy gradients.
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## Outline policy
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NETFISHING does not require a heavy full outline around every asset.
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Use one of these approaches depending on the asset:
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- Selective dark outline on visually important edges
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- Dark local color at the shadow-facing edge
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- No outline where strong color contrast is sufficient
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- Full outline for tiny icons that otherwise lose readability
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Avoid inconsistent one-pixel outlines that appear and disappear accidentally.
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Dark navy, brown, dark teal, or dark purple may be more appropriate than pure black.
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## Pixel clusters
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Good pixel art uses connected, intentional shapes.
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Prefer:
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- Larger coherent clusters
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- Clean diagonal rhythms
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- Deliberate stair-step edges
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- Controlled texture patterns
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Avoid:
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- Random single-pixel noise
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- Dithering everywhere
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- Unnecessary checkerboarding
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- Jagged shapes caused only by poor resizing
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## Background awareness
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Contributors should know the likely background.
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Common backgrounds include:
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- Warm cream UI tiles
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- Tan panels
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- Olive grass
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- Brown soil
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- Teal water
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- Dark green tabs
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An icon that looks good on white may disappear on cream or tan.
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Include an in-context screenshot with every submission.
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## UI color language
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Suggested UI roles:
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- Main panel: warm cream
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- Inner panel: sandy tan
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- Primary tab: muted or deep green
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- Text: dark brown
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- Secondary text: caramel or muted tan
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- Selection: green outline or stronger contrast
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- Warning: coral or orange
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- Disabled: low-contrast cream, gray, or muted tan
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## Environment texture language
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Environment textures should use:
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- Large angular patches
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- Low-frequency patterning
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- Limited palettes
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- Subtle value variation
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- Clearly repeating but not distracting motifs
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- No realistic photographic surface detail
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The grass reference uses overlapping angular shapes in nearby olive values.
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The soil and cliff reference uses dark brown and reddish shapes with sparse marks and denser texture near the base.
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The texture should support the 3D form rather than overpower it.
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