107 lines
6.1 KiB
Markdown
107 lines
6.1 KiB
Markdown
# Art Bible: 夜裔 (Nightborn)
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*Created: 2026-04-27*
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*Status: Draft — Sections 1–4*
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*Review Mode: Lean*
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---
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## 1. Visual Identity Statement
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**One-line visual rule**: 几何即是表达——三种形态用纯几何体和色彩区分,每个视觉元素服务于战场可读性,每个粒子都是游戏信息。
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### Supporting Principles
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**Principle 1: 色彩即身份 (Color is Identity)**
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当玩家需要判断自己当前形态时,色彩是第一信号(不是图标、不是文字)。人形=冷银/白、狼躯=暗红/黑、雾形=幽紫/半透明。切换形态时,色彩的过渡本身就是操作反馈。
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*Design test*: 截图给不玩游戏的人看,3秒内说出当前形态——如果不能,色彩区分不够。
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**Principle 2: 剪影即信息 (Silhouette is Information)**
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三种形态的几何轮廓必须有明显差异:人形直立三角、狼躯低伏四边、雾形扩散圆形。所有敌人类型在最高密度时必须靠剪影区分。
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*Design test*: 把所有模型换成纯黑,只看剪影——能不能分辨形态和敌人类型?
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**Principle 3: 粒子即反馈 (Particles are Feedback)**
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形态切换用粒子爆发表达,攻击命中用几何碎片反馈。没有复杂动画——几何体的缩放、旋转、位移本身就是美感。
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*Design test*: 关掉音效玩一局——仅靠视觉反馈,你能感受到操作的"重量"吗?
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---
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## 2. Mood & Atmosphere
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### Emotional Targets by Game State
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| State | Emotion | Lighting | Atmosphere | Energy |
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|-------|---------|----------|------------|--------|
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| **Combat** | Focus & Control — player "conducts" not "reacts" | Dark base + high-saturation form colors. Player self-illuminates via form color radiation | Sharp, clear, high-contrast, tense | Frenetic |
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| **Wave Break** | Brief respite & assessment — space to read the next wave | Light rises slightly, contrast drops, giving eyes a "deep breath" | Empty, quiet, anticipatory | Measured |
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| **Boss** | Awe & focus — the boss is a visual event, not a bigger mob | Boss is the brightest and largest geometry, light focuses on it | Oppressive, solemn, concentrated | Frenetic |
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| **Death** | Fast, clear, unfrustrating — death is information, not punishment | Screen desaturates instantly, player form shatters into geometric fragments | Clean, calm | Pause |
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| **Menu/HUD** | Clear, quiet, subordinate — UI serves combat info, belongs to the world | Semi-transparent dark base + geometric wireframe elements | Minimal, restrained, functional | Contemplative |
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**Core emotional through-line**: Control the battlefield with geometric color in the darkness.
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---
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## 3. Shape Language
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### Character Silhouette Philosophy
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| Form | Primary Shape | Emotional Read | Visual Priority |
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|------|--------------|----------------|-----------------|
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| **Human** | Upright **Triangle** △ | Stable, precise, upward | Player self-identification |
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| **Wolf** | Crouched **Rectangle** ▬ | Aggressive, fast, forward | Threat direction indicator |
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| **Mist** | Diffuse **Circle** ◯ | Fluid, elusive, omnipresent | Area coverage read |
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Enemy silhouettes must contrast with all three form silhouettes — distinguishable in maximum density melee.
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### Environment Geometry
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- **Dominant**: Sharp angles + straight lines — gothic arch motifs and angularity, echoing the vampire dark-world aesthetic
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- **Contrast**: Flat ground geometry (rectangular platforms, circular arenas) for clear spatial reading during combat
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- **Rule**: Functional geometry over decorative geometry — every surface exists for battlefield legibility
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### UI Shape Grammar
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- Wireframe geometry + semi-transparent fills — echoes world aesthetic without competing for attention
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- UI elements use **perfect circles and rectangles**, contrasting with the world's "fractured" geometry — UI is order, world is chaos
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- Blood energy gauge: gradient geometric ring or segmented rectangle
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---
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## 4. Color System
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### Primary Palette
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| Color | Hex | Role | Meaning in This World |
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|-------|-----|------|----------------------|
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| **Void Black** | `#0D0A12` | Background / negative space | The darkness between forms — the canvas everything fights on |
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| **Silver White** | `#D4D9E5` | Human form primary | Precision, clarity, blade-edge — the color of deliberate action |
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| **Crimson Red** | `#C41E3A` | Wolf form primary | Blood, burst, aggression — the color of committed violence |
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| **Void Purple** | `#7B2D8E` | Mist form primary | Ethereal, pervasive, transformation — the color of liminal states |
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| **Ash Grey** | `#3A3540` | Environment geometry | Stone, architecture, permanence — the unchanging world |
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| **Ghost Cyan** | `#5CE0E6` | Enemy highlight / threat | The only cool color — stands out against the warm/dark palette, reserved for danger |
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| **Amber Gold** | `#E8A840` | Blood energy / resource | Warm glow of gathered power — the color the player hunts for |
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### Semantic Color Vocabulary
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| Meaning | Color | Backup Cue (for colorblind safety) |
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|---------|-------|-----------------------------------|
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| **Player / Safety** | Silver White | Triangle shape, centered position |
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| **Aggression / Power** | Crimson Red | Rectangle shape, forward-leaning motion |
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| **Evasion / Phase** | Void Purple | Circle shape, transparency fade |
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| **Threat / Danger** | Ghost Cyan | Enemy triangles pointing AT player, pulsing glow |
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| **Resource / Reward** | Amber Gold | Orbiting particles, upward motion toward HUD |
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### UI Palette
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UI lives on a semi-transparent black (`#0D0A12` at 60–80% opacity) layer. Form colors appear in HUD minimally — only the active form indicator uses the form's primary color. Blood energy gauge uses Amber Gold gradient. All UI text is Silver White over dark backing.
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### Colorblind Considerations
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- **Red-Green (most common)**: Crimson and Ghost Cyan are far apart in hue; Red vs. Purple is the risky pair — Wolf and Mist are differentiated by silhouette (rectangle vs. circle) as primary fallback
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- **Blue-Yellow**: Cyan threat indicators have brightness pulse as backup
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- **Complete monochromacy**: Silhouette and motion are the fallback readability system — color is never the sole information channel
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