Dusk Level Select
=================

12 pixel art level select and world map pieces for dark interfaces —
night-violet with amber accents. SVG plus transparent PNG at 1x, 2x and 4x.

Dusk Level Select is a set of 12 level select and world map pieces drawn in
the pixel art style, where every corner is a staircase of whole pixels and
nothing is anti-aliased. It contains four stage node states, a straight and a
curved path, each locked and open, a region name plate, a fog of war edge, a
zoom control and a map legend box.

A level select map is built from two things, nodes and the lines between them,
and the lines are what every free set leaves out. Drawing them in engine is
where the map falls apart: a stroke drawn by code does not match the art
style, and a path that is straight in one style and hand-wobbled in another
cannot be a rectangle.

The outline steps in 4px units and shading is a Bayer dither rather than a
gradient, so the set survives being scaled by an integer factor — which is the
only way pixel art can be scaled without turning to mush.

Inside that style this is the Dusk reading of it: a dark interface on a
night-violet palette with amber accents, built around a header band across the
top of the frame, square-cornered buttons at 96x32, tick-marked bars divided
into 6 segments, and solid icons on a 16px 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 paths ship in the same drawing language as the nodes, straight and curved,
each in a locked and an open reading. Locked is dashed and thin, open is solid
and full weight, which means progress along a map is visible as a change in
the connections rather than only in the nodes. The four node states are told
apart by structure: locked is hatched across, available carries a single dot
at its centre, cleared fills solid and perfect adds four corner brackets to
the filled node. The fog edge is drawn as a stepped band rather than a soft
blur, because a blur rasterises differently in every engine and a map edge is
exactly where that shows.

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 Dusk family, which
means this kit and the Dusk panel kit line up without either being resized. A
good fit for pixel-art games.

HOW TO USE

  - Place nodes on your own grid and lay the path pieces between them; the
    path sprites are drawn to the node spacing named in the specs box so they
    meet the node edge without overlap.
  - Swap a locked path for its open twin when the stage unlocks rather than
    tinting it. The dash pattern is the signal.
  - Anchor the fog edge to the boundary of the explored region and let it
    overlap the unexplored side; the stepped band is drawn to be tiled
    horizontally.
  - The region plate and the legend box share a corner treatment with the
    panel kit in this family, so a map screen and a menu screen do not look
    like two different games.

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