Nightcity Crafting UI
=====================

13 cyberpunk crafting and recipe widgets for dark interfaces — midnight blue
with hot magenta accents. SVG plus transparent PNG at 1x, 2x and 4x.

Nightcity Crafting UI is a set of 13 crafting and recipe widgets drawn in the
cyberpunk style, where every frame has its own asymmetric outline — a notch on
one corner, a rail down one edge. 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 silhouette is composed rather than scaled: each of the four corners and
four edges takes its own treatment, so no two frames in the set share an
outline. The neon glow is a stack of strokes at falling opacity, not a blur
filter — a filter is applied differently by some SVG rasterisers and turns the
halo into a smear at 4x.

Inside that style this is the Nightcity reading of it: a dark interface on a
midnight blue palette with hot magenta accents, built around a single bordered
frame, chamfered buttons at 176x44, hollow-cored bars divided into 16
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 Nightcity family,
which means this kit and the Nightcity panel kit line up without either being
resized. A good fit for cyberpunk, sci-fi and near-future 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/nightcity-crafting-ui
More free assets: https://www.colorosse.com
