Goonstation Spriting Guidelines
Revision as of 04:07, 21 March 2020 by Studenterhue (talk | contribs)
Adapted from the Goonstation Spriting Guidelines hosted on HackMD.
Please also read this short forum post explaining what to put in a patch for new sprites. This wiki's Spriting page also has more practical advice, such as how to make an .dmi.
Basic Style
- New sprites should be in ¾ perspective. Example here.
- Handheld item sprites should be shown side on, see tool and gun sprites for examples of this.
- Keep colour palettes simple and where possible sample existing colour palettes to create consistency within departments.
- Hue shift your shadows and highlights. Example:
<img src=https://i.imgur.com/9iGrBo9.png">
- Do not use straight black for outlining, instead use a darkened version of the colour at the edge of the sprite. Example:
<img src=https://i.imgur.com/eUL0qTx.png">
- If you just shrink a jpeg and submit that you’re fired. Do not something like the pancakes sprite: .
- Unique in hand sprites are encouraged for every new item, this is especially true for items that need to be visually identified in combat.
- Referencing popular culture is allowed but try to be subtle about it. Commonly available content should be original.
- Icon states should generally be centered on the middle of the canvas.
- Keep the use of your sprite in-game in mind, it’s difficult and frustrating to click tiny sprites or sprites with 1px holes in them
- To fix this, add a transparency 1 pixel in the hole.
- Try to keep scale in mind in general. Things don’t need to be actually proportional, they just need to “feel” right in the game.
- It’s good (but not mandated) to distinguish different objects by more than just color if possible, to accommodate the colorblind.
Implementation
- Keep the names of your icon_states simple but descriptive.
- Use already existing .dmi files that fit your purpose if possible.
- Use the
widthXheight
files (ex: 120x120) for larger-than-normal sprites.
Meta
- Do not be precious about your work. Be open to criticism and change both from other developers and players.
- Most untrained people can visually identify when something looks wrong or bad, it’s your responsibility as the artist to parse that criticism and find a solution.
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