Sumi Dialogue Kit
=================

7 cel-shaded dialogue components for dark interfaces — charcoal wash with seal
red accents. SVG plus transparent PNG at 1x, 2x and 4x.

Sumi Dialogue Kit is a set of 7 dialogue components drawn in the cel-shaded
style, where a thick ink outline wraps two flat tones split by a hard diagonal
terminator. 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 shadow is a single hard-edged shape with no falloff — the defining
property of cel shading, and the thing a gradient can never imitate. The
outline uses the darkest tone in the palette rather than the border tone, or
it reads as a thick grey frame instead of ink.

Inside that style this is the Sumi reading of it: a dark interface on a
charcoal wash palette with seal red accents, built around two concentric
frames, tab-shaped buttons at 120x48, glossy bars divided into 9 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 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 Sumi family, which
means this kit and the Sumi panel kit line up without either being resized. A
good fit for cel-shaded and toon-rendered games.

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/sumi-dialogue-kit
More free assets: https://www.colorosse.com
