Amberterm Crafting UI
=====================

13 terminal crafting and recipe widgets for dark interfaces — warm black with
CRT amber accents. SVG plus transparent PNG at 1x, 2x and 4x.

Amberterm Crafting UI is a set of 13 crafting and recipe widgets drawn in the
terminal style, where one hue at six levels and nothing else — a phosphor tube
has no second colour. It contains three ingredient slot states, an oversized
result slot, a combine and a salvage arrow, an ingredient join mark, three
quality meters, a known and an undiscovered recipe row and a stepped crafting
progress bar.

Crafting is the one screen where a slot has to say something an inventory slot
never says: not what is in it, but whether you have enough of it. Have,
missing and partly-have are three states, and a set that ships one slot sprite
forces the engine to answer that question in text under every slot.

The whole set is built from a single hue, including the trace and the marks,
because a phosphor or amber CRT physically cannot show a second one. The halo
is a stack of strokes at falling opacity, which is what the bloom on a real
tube looks like and what a blur filter gets wrong at 4x.

Inside that style this is the Amberterm reading of it: a dark interface on a
warm black palette with CRT amber accents, built around a single bordered
frame, chamfered buttons at 128x46, hollow-cored bars divided into 7 segments,
and two-tone icons on a 32px grid. Those measurements are why two families can
share an art style without being interchangeable: the style decides how an
edge is drawn, the numbers decide what the interface is for.

The ingredient slot ships in all three states with the difference carried in
the border rather than in a fill: a satisfied slot is closed, a missing one is
dashed, a partial one is closed on the bottom half only. That reads at 56
pixels and it reads without colour. The combine and salvage arrows are
separate files rather than one arrow rotated, because both sit on the same
screen and a mirrored arrow throws its shading to the wrong side. The result
slot is drawn a third larger than the ingredient slot on purpose: the output
of a recipe is not one more ingredient and should not sit in the same box.

Every sprite ships as an editable SVG and as transparent PNG at 1x, 2x and 4x,
so you can drop the PNGs straight into an engine or open the vector and change
a colour. Built to the same measurements as the rest of the Amberterm family,
which means this kit and the Amberterm panel kit line up without either being
resized. A good fit for terminals, consoles and retro-computing interfaces.

HOW TO USE

  - Lay ingredient slots with the join mark between them and the combine arrow
    before the result slot; every piece is drawn to that reading order and to
    a shared vertical centre.
  - Drive the slot state from your inventory count rather than tinting one
    sprite: dashed for missing, half-closed for partial, closed for satisfied.
  - Read the quality meter by notch count, not by length. It is drawn in fixed
    notches so a five-notch result is countable next to a three-notch one.
  - Use the stepped progress bar for craft time rather than a resource bar.
    Crafting completes in discrete steps and a smooth fill implies it can be
    interrupted at any value.

License: CC-BY-4.0 — see LICENSE.txt
Page: https://www.colorosse.com/assets/2d/ui/amberterm-crafting-ui
More free assets: https://www.colorosse.com
