Charcoal HUD Frames
===================

10 hand-drawn heads-up display frames for dark interfaces — smoke grey with
ember orange accents. SVG plus transparent PNG at 1x, 2x and 4x.

Charcoal HUD Frames is a set of 10 heads-up display frames drawn in the
hand-drawn style, where every edge is sampled and nudged, so no line is truly
straight. It contains a minimap frame with a north marker, a character
portrait frame, a compass strip, three crosshair reticles, an objective
waypoint marker and a quest tracker plate.

These are the pieces that stay on screen the whole time a game is being
played, which makes them the hardest to get right: every one of them has to be
readable over arbitrary game art without covering the middle of the screen.

The wobble is deterministic rather than random: the same box wobbles the same
way every build, which is what lets it live in version control. Shading is
cross-hatching, because a gradient under a drawn line reads as a filter rather
than as a hand.

Inside that style this is the Charcoal reading of it: a dark interface on a
smoke grey palette with ember orange accents, built around a single bordered
frame, tab-shaped buttons at 160x52, hollow-cored bars divided into 7
segments, and two-tone icons on a 24px 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 quest plate marks a completed objective with a filled box and a
struck-through line rather than by dimming it, so the tracker stays legible
against a bright sky. The compass ticks alternate major and minor so a heading
can be read at a glance rather than counted.

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 Charcoal family,
which means this kit and the Charcoal panel kit line up without either being
resized. A good fit for notebook and storybook games.

HOW TO USE

  - Anchor the minimap frame to a screen corner and render your map texture
    into the recessed area; the north marker is part of the frame so it stays
    fixed while the map rotates.
  - Draw the objective marker in screen space clamped to the viewport edge,
    not in world space, or it vanishes the moment the target is off camera.
  - Pick one reticle and keep it — the three are alternatives for different
    weapon feels, not a set to mix within one game.

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