Let’s use this thread to discuss graphics related to the UI. Panels, buttons, controls, etc.
Also, the inventory system is a grid of elements with a selection moving between them to select and use each one. What should the icons look like? Should they be… iconic? Or should they be small illustrations. What size on screen? (i.e. how many can we fit in a menu)
I think we can make toon icon 256x256px is the best size for icon, in the inventory we can create some filter on the corner like ingredient, food, equipement, the icon maybe gets a little illustration and a different background for the rarity (idk if they get a rarity) and for the type.
I think we can reuse the color of the game for the background and make icon in the same style as the character, look at what I did I reuse the yellow icon for the background and I thinks it’s good looking
Agreed. The concept art is a nice blend of comic/cartoon-looks with a hint of realism. Making the icons big would be a nice plus. There’s something really fun about opening an inventory bag and seeing a collection of big unique icons that mimic real life (similar to Vector Stock image below). I hope that these ingredients become a big highlight of the game, i.e. when Hamlet prepares the recipe, it has its own scene where you can see your ingredients being cooked in a pot.
I just realized there is more to this than just choosing the style, it will depend on what is decided for the UI and the importance of the inventory. But yeah, even if everything is 3D I would like the icons still be stylized drawings of 3D objects and not just small thumbnails.
From development side, I want to suggest using a bigger icon size.
1024x1024 is good enough.
We could easily decrease size right in the Unity editor, while we cannot easily upscale low-res images.
It’s better to stick with numbers that are a power of 2: 128, 256, 512, 1024, 2048.
The reasons for this are better compression and graphic cards work better with them.
I started playing around with inventory icon ideas and realized I needed a context to put them, so I mocked up an inventory. Is just a start but could spark some new ideas.
How about we have a common background (possibly in different colors) for all the inventory icons? Then we can make some kind of virtual photo studio for the items we already have in 3D: We put the (toon shaded) 3D object in front of the background, turn it to a nice angle and light it nicely. That we set the game view to the right resolution and take a screenshot.