longturn / freeciv21

Develop your civilization from humble roots to a global empire
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Define graphics standards #2389

Open jwrober opened 1 week ago

jwrober commented 1 week ago

What should be documented? Is there something wrong in the documentation? What is our "look"? How do we make it easy for artwork contributors to submit works that follow our standard? What is our artwork standards?

Do you have suggestions? Professional gaming studios have standards on how artwork is developed to follow a game's "look". A popular FOSS game - Battle for Wesnoth - has some of the best graphics. They have a page describing their standards at https://wiki.wesnoth.org/Create_art.

We need something similar.

jwrober commented 1 week ago

https://wiki.wesnoth.org/Creating_Unit_Art

lmoureaux commented 1 week ago

Pieces of https://develop.kde.org/hig/ can also be relevant.

I think we need to distinguish between three areas depending on the level of ruleset dependence:

  1. The map, fully ruleset-dependent and for which we need nice full-color artwork. This is what tilesets are primarily meant to do
  2. UI parts that depend on the ruleset, e.g. techs and unit icons. Currently we use ruleset artwork for this
  3. Things without any ruleset dependence, e.g. zoom in and zoom out

For 1 we have multiple design systems depending on the tileset, mainly the Amplio and Trident families. For 3 we've been making monochrome SVG icons with some technical constraints for recoloring.