Variable colours
Posted: 19 Jun 2005, 23:02
I've mentioned this some times earlier, but never got a clear answer. I think it'll be nice for the artists to get one.
I was thinking about variable colours, greyscale or other systematic colours that can me colourised in-game. I don't know if it takes a lot of programming or if it would slow down the game a lot (mostly in software probably), but I think it would be a nice feature.
Mostly with skintoning and haircolouring this will spare some work as well as amount of data, and allow more freedom to the players.
I was thinking about hue-, saturation- and brightnesssliders. This will make it easier then RGB-sliders to prevent too saturated or too dark/bright colours.
Maybe we could also have every player choose 2 or 3 colours at the beginning of the game which will be the colours parts of their appareil will have during the game. They did this in Baldur's Gate and I thought it was a nice feature, eventhough I didn't really like the rest of the game.
In every bitmap you could have mulitple variable colours with not only using greyscale (RGB = X,X,X) colours, but you could vary in this system with pure red, green and blue (X,0,0 ... 0,X,0 and 0,0,X) and yellow, pink and cyan (X,X,0 ... X,0,X and 0,X,X).
So in one total composed player sprite you could have for instance:
Hair colour = X,X,X
Skin colour = X,0,0
Custom colour 1 = X,X,0
Custom colour 2 = X,0,X
Custom colour 3 = 0,X,X
So... my question is: Will we have a system like this or are we going to stick to colourising every hairstyle, playersprite and armour variaty after every minor edit and leave the player with only 10 colours to choose from? (including bald?)
This must be my longest quoteless message on this forum yet.
/EDIT: Whoops, maybe this should be moved to suggestion/feedback.
I was thinking about variable colours, greyscale or other systematic colours that can me colourised in-game. I don't know if it takes a lot of programming or if it would slow down the game a lot (mostly in software probably), but I think it would be a nice feature.
Mostly with skintoning and haircolouring this will spare some work as well as amount of data, and allow more freedom to the players.
I was thinking about hue-, saturation- and brightnesssliders. This will make it easier then RGB-sliders to prevent too saturated or too dark/bright colours.
Maybe we could also have every player choose 2 or 3 colours at the beginning of the game which will be the colours parts of their appareil will have during the game. They did this in Baldur's Gate and I thought it was a nice feature, eventhough I didn't really like the rest of the game.
In every bitmap you could have mulitple variable colours with not only using greyscale (RGB = X,X,X) colours, but you could vary in this system with pure red, green and blue (X,0,0 ... 0,X,0 and 0,0,X) and yellow, pink and cyan (X,X,0 ... X,0,X and 0,X,X).
So in one total composed player sprite you could have for instance:
Hair colour = X,X,X
Skin colour = X,0,0
Custom colour 1 = X,X,0
Custom colour 2 = X,0,X
Custom colour 3 = 0,X,X
So... my question is: Will we have a system like this or are we going to stick to colourising every hairstyle, playersprite and armour variaty after every minor edit and leave the player with only 10 colours to choose from? (including bald?)
This must be my longest quoteless message on this forum yet.
/EDIT: Whoops, maybe this should be moved to suggestion/feedback.