Palettes are the fixed colour sets that keep Arborwake's art consistent. The places, the rooms, the effects and the interface draw from a small number of shared ramps.
The shared B08 palette#
The approved Threadway B08 render (29 October) defined a palette of 59 opaque colours plus transparency. It is stored in candidates/b08/hearth/source.json. Later work samples from it:
- the room shells are quantised to it;
- every VFX turn group draws only B08 colours, and unit tests check each drawn colour;
- the Studios interior moved onto it, with neon only halfway to its swatch.
The Threadway building studies also carry their own 12-colour swatch row from the user's concept sheet.
District ramps#
Each district has a palette distinct from its neighbours. It still shares the B08 finish.
| Place | Ramp |
|---|---|
| Threadway | Khaki and teal, warm civic street |
| Starwell | Violet dusk, lilac stone and slate |
| Hearth and Nearfield Glade | Shared greens (the user asked Hearth to match the Glade) |
| Memory Meadow | Dawn palette with lilac shadows |
| Mote Pocket | Dim blue-teal rock basin |
| Quiet District | Worn but working, with repair-owned lamps |
| Quiet Tracts rooms | Night-blue walls round a stony greige floor |
In the run rooms, colour and value per room type read at game size; dressing alone did not. The user also ruled out hue "reservations": environment palettes need not avoid cell colours.
Character ramps#
- Microglia use a teal family with the shared outline
#16353Dand a cream glint#E8E6CE. - Oligodendrocytes use the lighter r007 ramp, accepted on 1 November: shade
#6C99AA, body#B3D0D7, light#DDEAED, nucleus#8397AE, myelin mid#859BA3. All new oligodendrocyte, myelin, precursor and Wick art starts from it. - Astrocytes use a lilac family; their rope is
#8a87b8over#625f8b(2 November). - Neurons are gold. Their axon lines use the neuron kit, not the microglia rope.
Interface#
The HUD icons copy the sprite rules: a 1 px #16353d outline, flat two to four tone ramps lit from the top left, and a cream glint. Ramps are sampled from the cell families and the Hearth greens. The panels use a parchment and timber frame (see Inventory HUD).
Development#
These are rules, not a playable feature. The B08 palette and the r007 ramp are both in use in art installed in the alpha. The run-room per-type colours came from Gardens v5 (ffb4eda).
See also#
Sources#
95339ee9d:art/environment/blender-study/candidates/b08/hearth/source.json16c9aab43:art/characters/expansion/sources/r007-oligo-light/README.mdf81684851:art/characters/microglia-motion/README.md5ed726064:art/environment/blender-study/studios-interior/renders/pj03/layers/lobby-layers.json7c54d3631:docs/hud/HUD_AND_INVENTORY.md
What links here (30)
- Art direction
- Astro VFX
- Build VFX
- Care VFX
- Character sprites
- Encounter backgrounds
- Environment art
- Flow
- Hearth podium
- Home art
- Home VFX
- Icon labels
- Inventory HUD
- Movement VFX
- Orders VFX
- Panels VFX
- Places dialog
- Pressure front VFX
- Pull and Glide VFX
- Quest scroll
- Quests VFX
- Run HUD
- Studios interior
- Survey VFX
- Tendrils
- Threadway 3D scene
- Typography
- Vessel VFX
- VFX
- Ward VFX