Currently engaged in a game project. All graphics use only the Commodore 64 palette. After already completing quite a bit of art, the game is now changing significantly.
As a result I feel the C64 pal is now inadequate for what I want to do with the game's art, since a slightly different art direction is being chosen. So I set out to "update" it.
Unfortunately, I assumed I could remap the palette easily and quickly with new/better colors, while not manually re-pixelling any existing art. But no. This was a naive notion on my part. Afterall, the C64 palette is a good generic 16 color palette. Not easily thwarted.
-- View a quick test --So, that was a failure. Learned, and moved on.
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Rather than alter the existing pal, I'm just going to add to it, round it more. That way the existing art can stay and not require updating, and at the same time I can create new game art with the new colors.
Sven suggested I not exceed 32 colors for the new expanded C64 pal. I agreed.
So, the idea is to add 16 more colors. I suck at palette creation. Never tried it before actually. With so many great palettes readily available I haven't had the need until now.
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Let's get started.
The rest of this post is pretty much images, since this is an inherently visual/graphical issue, I figure why not. I hope the following images are decipherable. They convey my C64 pal editing progression.
Notice, the first thing I do is investigate the existing C64 pal's underlying luminosity values.
Disappointing, but this is as far as I've gotten. I'm hoping for some insights from you Pixelatians.
I get the haunting feeling I should have more midtones and less darks and lights. As of right now, my luminosity range is pretty much an even gradient from black to white, with a little bias towards shadows (mainly because I've always wanted more darks in the C64 pal).
Thoughts?