Chasing Rainbows (or: How I Chose my Palette)

It’s no secret that colors are a super important part of game design. They can create a mood/ambiance for the whole game (e.g. Limbo) or give each level a unique feel (e.g. Ori and the Blind Forest). Colors can also be used to guide the player or give him/her tips on which elements to interact with (e.g. The Witcher 3). And lets face it, colors can definitely get your game that extra WOW factor you are looking for. But sometimes choosing your palette can feel like chasing rainbows.

Limbo monocrhome
Limbo monochrome for that eerie feel
A level of Ori and the Blind Forest
“Happy” level of Ori and the Blind Forest
A level of Ori and the Blind Forest
“Scary” level of Ori and the Blind Forest
The Witcher 3 witcher senses guiding you
The Witcher 3- witcher senses guiding you

So, needless to say, I was stressed about choosing the colors for our game. I started by trying to read a bit about the theory of color. Now that, let me tell you, is a whole gigantic world in itself. It would have taken me a LONG time to seriously dive into that. And time, as you know, is never on our side. BUT if you do want to be thorough, you can check out “The Dimensions of Colour” by David Briggs recommended to me by Daz Watford. It looks scary but really explains the theory of color.

As I didn’t really want to dig too deep, I read a few informative blog posts about how to get started. This was one of them, by Creative Bloq; and this is another by Tyler Seitz. There are many more out there as well, especially in the world of web design.

So, as the blogs recommended, I started out by finding pictures that portrayed the look&feel I wanted in our game. From those I filtered the ones that were the prettiest 🙂 I uploaded them to Adobe Color CC to get the main colors I liked out of the pictures. I filtered a few palettes I thought could work nicely from there (easier said than done, of course, as you still have to select your color mood and such).

Another space landscape I liked
Another space landscape I liked
Space landscape I liked
Space landscape I liked

Then, I uploaded those colors to Paletton for additional shades, tones and tints. I selected the color rule here as well (chose Tetrad or Double-Split Complementary with four colors). I tested the resulting 20-color palettes on a few models I had already played around with for the game. And voilà! I had my palette. The colors aren’t written in stone, mind you, I do deviate from those and change things around a bit when a model doesn’t look good enough. But I generally try to keep as close as I can to it.

Our Palette
Our Palette from paletton

Below is an example of how the color scheme turned out (the picture is from an environment prototype). You can also check previous blog posts to see how it looks in game: here and here and here.

Environment prototype
Environment prototype

Once again, thanks for reading. Stay tuned for next week’s blog (and don’t forget to subscribe!).

Cheers 🙂

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Chasing Rainbows (or: How I Chose my Palette)

Playing Around with Game Physics

It has been ages since my last post, mostly because my brother got married last week (congratulations again if you are reading this!). Tons of family stuff going on means no time for game development unfortunately 🙁 But we are back! So I just wanted to give you a quick update on the game physics I played around with today- the ominous black hole vortex and deadly space mines!

Black Hole Vortex

The idea behind the black holes we scattered throughout the game is to dodge them without getting sucked in. At this point they only affect the player, but we are debating whether to have them affect the meteors, aliens and everything else around for that matter. That’s what black holes do, right? Let us know what you think in the comments.

The implementation was pretty simple- the script allows me to configure the radius and force of pull. Playing around with the physics was pretty fun- adding some videos so you can see the disaster at the beginning, and how it turned out in the end.

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That pull might be a little too strong 😉

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Now that’s more like it!

Deadly Space Mines

We tried to use the same concept for the mines. If you shoot a mine it will explode and send your UFO flying. Well, technically it doesn’t explode yet, but it will 😀 Implementing the same script we used for the black hole (in the opposite direction) didn’t really work- the black hole continues implementing the pull as long as the player is inside the defined radius. But when you shoot a mine it pushes you once. Making that play out nicely with the player’s input is slightly trickier, and is still work in progress. But it is still pretty funny to watch 🙂

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Now that’s just ridiculous lol

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Cheers 🙂

Playing Around with Game Physics