Amberterm Quest Log
===================

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

Amberterm Quest Log is a set of 13 quest log and objective widgets drawn in
the terminal style, where one hue at six levels and nothing else — a phosphor
tube has no second colour. It contains four journal entry states, three
objective row states, a reward preview strip, an active and an idle journal
tab and three countable difficulty marks.

A quest log is a list where every row means something different from its
neighbour, and the difference is almost always drawn as a colour: green for
done, grey for failed, gold for tracked. Three greys and a gold later the log
reads as a gradient rather than as a list, and a player scanning it for the
one quest they are actually on has to read every line.

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.

All four states carry their mark in the same left-hand column, which is what
lets a long log be scanned down one line rather than read: active takes a bar
down the whole edge, tracked a wedge, done a tick and failed a cross. Done and
failed therefore differ from each other by mark rather than by hue, and the
column stays legible at any row height. The objective rows are a size down
from the entries and share their left margin, which is what makes a nested
objective read as belonging to the quest above it rather than as another
quest.

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

  - Nine-slice the entries horizontally only; the left edge carries the
    tracked marker and stretching across it would stretch the marker with it.
  - Indent objective rows to the entry margin they are drawn for rather than
    adding your own indent, and the nesting lines up.
  - Use the difficulty marks by count. They are drawn as a countable series so
    a four-pip quest is comparable to a one-pip quest at a glance.
  - Keep the reward strip below the objectives rather than in the entry
    header: it is drawn at full entry width and expects to be the last row of
    an expanded quest.

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