Colour palletes and abitrary limitations.


One of the biggest things I've struggled with when starting development has been colour pallet.
Unsure of things like: whether a limited color pallet or complex pallet world suit the game better, or if brighter less saturated colors would work better compared to darker more saturated ones. 

Originally this game stated develop for the Cozy Autumn (2022) Game Jam. There was an optional challenge as part of the jam involving using a limited autumn themed colour pallet. When I tried to make sprites using the pallet I found it didn't offer the colours I wanted to express the things I wanted,  so I edited and tampered with some of the colours, and added new ones. using this new altered pallet I made the first I made the first iteration of the playable character. 

(IT should be made very obvious is that this game did not make the release window of the game jam, not even close.) 

I think this color pallet dose the best job capturing autumn theme, with its light orangey colors.

Sometime later I decide to replace the pallet with a completely new all original pallet, which I call "Dark Autumn."

 

I really like this pallet. I think it feels much more aggressive. Although, I believe it captures the autumn vibes far worse,  with its darker colours. One big difficulty I have ran into using the Dark Autumn Pallet was my over use of highly saturated colors. making it difficult to create contrast between characters and the background. In the future I need to edit this Pallet, adding colours that can better contrast between one another.

In the description on this for this game I said, "Loosely based of / inspired by Journey of the Prairie King from Stardew Valley." One of the notable things about that mini game is it's excellent use of a limited colour pallet. I decided to take my Dark Autumn pallet and limit it to four colors.

In pixel art colour theory is extremely important, I believe more so than any other art form. Making good pixel art involves successfully paying homage to times where color pallets where limited. In the modern day we can use as many colours as we like when making pixel art, but to create good pixel art you need to limit yourself into a small range colours. Said range is completely dependent on what time period you are trying to pay homage.  My Dark Autumn colour pallet is attempting to pay homage to SNES pixel art while my Dark Autumn with four colors is paying homage to NES pixel art. Successfully limiting your color pallets involves making sure that all colours can successfully flow into one another.

Get Leaves Begone

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