The previous week was pretty much a dud because, you know, adult responsibilities, but this week I managed to focus on a universal color scheme and look for the game.

Unified Color Scheme

The main focus of this week was to make sure everything in the game made use of the same color scheme and will probably change depending on which biome you are in. There is only one biome at the moment, but the rules will apply across.

First, convert all sprites to grey-scale. This allows the tint to be used and that a single sprite can have only one color and its tones applied to it. The resulting effect can be seen below:

rock and plant grey scale and tinted

So decide which color to apply to each sprite. Each sprite can have one or more base colors assigned to it. A plant, for example, might need a few greens to be assigned to it, but it is important that all colors in the game must work well together. To help achieve this, the saturation and lightness of all colors are the same.

Finally, we can bring in some variance. In color theory, you can either vary the saturation or the lightness, but not both, to have a good-looking color scheme. For the game I will be applying some random variance to the saturation since the lighting in the game already has an affect on the lightness.

Here is an example of random variance in both color and saturation:

plant with variance in color and saturation

I’ve chosen a very low saturation value to give the game a slightly washed out look, making it feel dark and desolate.

This is the final result:

new color scheme for from darkness game with low saturation

Categories: Devlog

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