One thing I just noticed is that the thickness of the border should be consistent. Or don’t even include a border ¯_(ツ)_/¯ the icons are most likely going to be bordered by the gui anyway right?
I can’t not have a border, the vectors are basically built upon it being there. I can make it consistent though.
Edit: I updated the colors on the vent one. How does it look?
While I like it I think the gas plume should be a bit less dense at the top, after all this smoke travels up for a long ways. Also maybe make the coloring a bit more blue to signify that it’s underwater, just a thoughhh
I really like your style! If you feel like it you can take care of the biomes if you want to because I don’t think our styles will be compatible.
I really like the algal bloom biome!
For the hydrothermal vent, you can not really distinguish it from a volcano but I really like the color too
Since the guy who was doing our compound icons seeems to have left (last seen Oct. 10th of last year), I decided to try to make some slightly more minimal compound icons.
The ones in the lighter-colored column are the ones that I personally prefer.
I still quite like our existing icons, but these look great too and have a more cohesive feel.
Amino acids as a puzzle piece works, but I’m not sure about carbon dioxide as a cloud. I also think we should stay away from chemical representations where possible - connected circles can’t be differentiated from each other that well. Finding alternatives for ammonia and carbon dioxide without resorting to chemical diagrams will be pretty tricky.
You should be able to edit the game files to test how these icons work. In the GUI folder you’ll find ThriveGeneric.png. Replace the existing icons with your versions at the exact same size and overwrite the file, then you’ll have your own icons in the game.