Sketch Level Select
===================

12 hand-drawn level select and world map pieces for light interfaces —
off-white paper with ink blue accents. SVG plus transparent PNG at 1x, 2x and
4x.

Sketch Level Select is a set of 12 level select and world map pieces drawn in
the hand-drawn style, where every edge is sampled and nudged, so no line is
truly straight. 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 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 Sketch reading of it: a light interface on a
off-white paper palette with ink blue accents, built around two concentric
frames, square-cornered buttons at 132x46, banded bars divided into 10
segments, and outlined 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 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 Sketch family,
which means this kit and the Sketch panel kit line up without either being
resized. A good fit for notebook and storybook 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/sketch-level-select
More free assets: https://www.colorosse.com
