Slate Dialogue Kit
==================

7 realistic dialogue components for dark interfaces — neutral slate with warm
gold accents. SVG plus transparent PNG at 1x, 2x and 4x.

Slate Dialogue Kit is a set of 7 dialogue components drawn in the realistic
style, where a five-stop specular gradient runs down a brushed metal face with
rivets at the corners. 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 brush texture is a 3px line pattern rather than real noise: noise triples
the PNG weight for a texture nobody can see at 1x. The shadow is layered
rather than blurred so it holds up at 4x.

Inside that style this is the Slate reading of it: a dark interface on a
neutral slate palette with warm gold accents, built around a single bordered
frame, square-cornered buttons at 128x40, banded bars divided into 10
segments, and outlined 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 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 Slate family,
which means this kit and the Slate panel kit line up without either being
resized. A good fit for realistic and simulation 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/slate-dialogue-kit
More free assets: https://www.colorosse.com
