Extending Artistry - More Pigments (perhaps via a credo?)

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Extending Artistry - More Pigments (perhaps via a credo?)

Postby Zappulon » Sat Jan 26, 2019 1:28 pm

With the current world coming to an end and preparations being made to the villages of world 11, I've been taking a look at sketches and pigments. As a pixel artist I'm finding that 11 pigments available are a little too restrictive. I know that we can up the res and use dithering, however that can significantly increase linseed oil costs. I feel the current choices of colour are a bit primitive - much like the early EGA graphics palettes that were created by programmers, not artists/designers.

Without knowing if its a technical limitation due to how the painting data is stored, or if its just a design choice to limit the palette to 11 options (12 if you include storing transparency), I'm going to assume the texture storage has the capability of storing the per pixel data in at least 4 bits (16 options - 15 colours + transparency)

Current Palette:
Image

(#1) I can see that there has been a previous request for a shade of grey to be added. I would actually suggest at least two shades of grey. So we have a monochrome ladder from Black, Dark Grey, Medium Grey, White. Dithering between these 4 would give us a good variety of neutral tones across the brightness spectrum, but on their own can be dithered with the other pigments to lighten or darken them in different ways. Greys also have a special ability to take on the hue of neighbouring pixels. I've included some 'warm' greys that are a little higher on the red spectrum.

(#2) Adjust existing hues/saturations/brightness:
- Red and Orange are currently almost the same both in saturation and hue.
- I would suggest shifting the red by upping the brightness, and hue more towards blue to give more of a pink tint.
- For orange desaturate a little. I would then darken the purple as it would be too close to the new red.
- Darken the blue to allow for two shades of blue.
- Slightly desaturate the yellow.

(#3) Round out the palette to 15 colours with:
- Dark Green,
- Medium Brown,
- Bone/Skin Tone,
- Medium-Light Blue.

Perhaps a Credo completion is required to unlock these final 4?

Here is a visual guide of what I am suggesting/requesting and some examples of why just a few adjustments and a handful of extra colours can make a world of difference for the art we can make and place in the world:
Image
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Re: Extending Artistry - More Pigments (perhaps via a credo?

Postby not_a_cat » Sat Jan 26, 2019 5:02 pm

I believe devs have stated that current pallete was made for heraldic style arts with bright colors and simple shapes. Although personally i would really really like to see proposed changes implemented
+1
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Re: Extending Artistry - More Pigments (perhaps via a credo?

Postby Agame » Sat Jan 26, 2019 9:22 pm

We really only need 3 pigments all in all. Red, Green (which should totally be yellow, but it's a yellowish green because no yellow was available for first catodic displays) and Blue.

Maybe, worse case scenario, we also need white, black and glass "pigment" of transparency.

What we do lack, though, is the ability to mix the pigments to get a normal RGB palette, not a less-than-24-bites-per-pixel fixed palette we have now.

24 bites pe pixel is the first and weakest color palette that does not hurt eyes and it's the VGA standard. I do believe it's a minimal spec for something displayed in a video game, not something fancy.

PS: Lets not forget we talk here about a premium feature, paid per sketch, since I do not believe someone actually crafts and uses in-game pigments to craft paintings for free. Maybe there could be some, but I do expect their work would differ a lot in quality from bought paintings.
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Re: Extending Artistry - More Pigments (perhaps via a credo?

Postby Schattengaenger » Sat Jan 26, 2019 10:03 pm

Someone certainly read my mind today.

I was just looking if someone already suggested more varation in color before
and if the devs had anything to say about it.

So +1 for this idea.



I had uploaded a pretty simple picture today, but it contained some shades of grey ... interestingly enough all that grey spaces were turned into violet ...
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Re: Extending Artistry - More Pigments (perhaps via a credo?

Postby shubla » Sat Jan 26, 2019 11:08 pm

Mixing colors is a thing...
We can see that current system is not working, people are not making some simple colored heraldic things, but instead are just using normal images and stuff from the internet, result being something awful.
Image
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Re: Extending Artistry - More Pigments (perhaps via a credo?

Postby MagicManICT » Sat Jan 26, 2019 11:35 pm

Zappulon wrote:I feel the current choices of colour are a bit primitive - much like the early EGA graphics palettes that were created by programmers, not artists/designers.

Let's just fix a fact right here. Early palettes were designed the way they were to give the most creative license to artists with hardware that was, by even the standards of 25 years ago when 32-bit color was first available, extremely slow*. With a 16 color palette, you were lucky to get tv standard frame rates (15 fps interlaced) at what was the standard of 640x350. The IBM PCs and Apple Macs these were designed to run on had processor speeds of around 5-10 MHz, and the memory available in a system was usually less than 1 MB. (Extended memory wasn't an issue with the Macs as they were designed around graphics, but PCs had a system limit of 640KB and had to use specific drivers to access more than that.)

That either loftar or jorb one wants to stick to this when everything else in the game is using 32-bit color.... Beats me. I'm sure there's some reason for it, but that hasn't been shared.

Agame wrote:We really only need 3 pigments all in all. Red, Green (which should totally be yellow, but it's a yellowish green because no yellow was available for first catodic displays) and Blue.

Another fun fact: color tvs, and thus computer displays, use RGB because those are the three colors the human eye sees. They also are the three colors that work wonderfully in trigonometric equations to create all the other colors. There's even a whole science behind the use and display of colors with terms like "additive light" (like a monitor--RGB) and "subtractive light" (like a color printer--YMC--the inverse, as in 1/x, of RGB).

*There was a huge premium to step up to EGA graphics when they first came out of several hundred dollars... of course, when you figured a typical PC was around two to three months salary for a middle class household, what's another week's work?

not_a_cat wrote:I believe devs have stated that current pallete was made for heraldic style arts with bright colors and simple shapes. Although personally i would really really like to see proposed changes implemented
+1

Heraldic arts used natural pigments that don't easily fit into the palette that was picked.
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Re: Extending Artistry - More Pigments (perhaps via a credo?

Postby Ants » Sun Jan 27, 2019 1:35 am

Haven's most kawaii retarded ethot karen
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Heraldry Cheat Sheet by Dennis Busch

Postby meabeab » Sat Apr 02, 2022 5:32 pm

50% unrelated and 50% offtopic but 100% awesome
Src: https://www.dennisbusch.de/knowhow.php
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Re: Extending Artistry - More Pigments (perhaps via a credo?

Postby ChefLouis » Tue Apr 18, 2023 8:42 am

It's really nicePapa's Pizzeria
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Re: Extending Artistry - More Pigments (perhaps via a credo?

Postby Massa » Tue Apr 18, 2023 3:08 pm

if you think i'm doing a credo to unlock a few more fucking colors you're insane

we just need more colors. simply.
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