Oak Dialogue Kit
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7 stylised dialogue components for dark interfaces — wood-brown with polished
brass accents. SVG plus transparent PNG at 1x, 2x and 4x.

Oak Dialogue Kit is a set of 7 dialogue components drawn in the stylised
style, where the frame is carved, with finials pushing out past the corners
and a gem set into each one. It contains a speech box with a tail, a speaker
name plate, dim and bright continue indicators, idle and selected choice rows
and a tooltip panel.

A dialogue box is the single most-read surface in a story game, and it is not
the same thing as a window panel: it needs a tail that points at whoever is
talking, a name plate that sits on top of it without covering the first line,
and a continue indicator with two frames so the engine can blink it.

The ornament is part of the silhouette rather than drawn on top of it, so the
frame is recognisable at thumbnail size. The face carries a three-stop
vertical gradient — the closest a flat kit gets to a painted bevel.

Inside that style this is the Oak reading of it: a dark interface on a
wood-brown palette with polished brass accents, built around two concentric
frames, tab-shaped buttons at 160x48, glossy bars divided into 8 segments, and
solid 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 selected choice row is marked by an indent and a pointer rather than by a
colour change, so the state survives a colourblind mode and a greyscale
shader. That matters more here than anywhere else: choosing the wrong dialogue
option is a mistake a player cannot undo.

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 Oak family, which
means this kit and the Oak panel kit line up without either being resized. A
good fit for fantasy and RPG interfaces.

HOW TO USE

  - Nine-slice the dialogue box on its flat regions and leave the tail in the
    fixed corner, or it stretches into a wedge when the box grows.
  - Blink the continue indicator by alternating the dim and bright frames at
    about 2 Hz — the two frames exist so you do not have to tint one at
    runtime.
  - Anchor the name plate to the top-left of the dialogue box with a negative
    offset of about half its height so it overlaps the frame.

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