- Easter Theme (Aesthetics & Juice)
- Overview
- This skill provides the assets and logic to "Easter-fy" a game. It focuses on the
- Classic Easter
- aesthetic: bright pastels, bouncy animations, and egg/bunny iconography.
- Core Components
- 1. Easter Palette Override (
- easter_palette_override.gd
- )
- A runtime theme injector.
- Behavior
-
- Iterates through UI nodes and applies a pre-defined "Easter" color palette (Pink, Cyan, Yellow, Mint).
- Use for
-
- Instantly theming a menu or HUD without manually editing 50
- StyleBoxFlat
- resources.
- 2. Bouncy Egg Component (
- bouncy_egg_component.gd
- )
- A physics/tween controller for "Egg-like" behavior.
- Behavior
- :
- Physics
-
- Apply a center-of-mass offset so it wobbles.
- Visual
-
- Apply a squash-and-stretch tween on impact.
- Use for
-
- Making collectibles feel like eggs rather than generic spheres.
- 3. Seasonal Material Swapper (
- seasonal_material_swapper.gd
- )
- A manager for switching assets based on the season.
- Behavior
-
- Swaps
- MeshInstance3D
- materials from a "Default" set to an "Easter" set (e.g., Crate -> Gift Box).
- Use for
- Non-destructive seasonal updates. Visual Guidelines Colors : Pink:
FFC1CC
Cyan:
E0FFFF
Yellow:
FFFFE0
Mint:
98FF98
- Shapes
-
- Rounded corners (
- corner_radius
- > 8px). Avoid sharp edges.
- VFX
-
- Confetti, sparkles, and ribbons.
- Best Practices
- Don't Hardcode
-
- Use the
- SeasonalMaterialSwapper
- so you can turn
- off
- Easter after April.
- NEVER Modify Global Resources
-
- Always
- duplicate()
- a StyleBox before changing its properties at runtime, or you will affect every node in the game using that style.
- Juice
- Easter is high-energy. Things should pop, bounce, and wiggle.