What colors besides the traditional pink and blue do you think are good for user customization and nice in game feel. Like when you make stuff what type of colors are you going for especially in a game with a target audience of young kids.
It depends on the kind of âfeelâ you want for your roleplay game.
Pastel colors are peaceful and convey a sense of peace.
Jewel tones are elegant and gives the feel of âroyaltyâ.
Dark warm tones are usually associated with danger.
Yeah, there really isnât really a skeleton key for something like this. Your colors should relate to the style of the game and should just fit in. They donât have to be very limited in terms of your palette but donât go overboard and have some consistency.
Think of things like color theory and complementing colors, and additionally think of having different âtypesâ of colors in your palette so you can handle all the places where color will be used (e.g. âdarkâ for text, âlightâ for background, âhighlightâ for things that should stand out, âdangerâ for close buttons).
To build off KardashianKlanâs post, while Iâm not entirely sold on the âcolour defines emotionsâ theory of psychology - having designed sets for theatre for five years has shown me this - colour definitely plays a part. I mean in a way that using colours can play off and affirm emotion and style thatâs already defined, not the other way around. Red doesnât make you angry because itâs red, it can make you more angry because youâre already frustrated in the current situation; red can just heighten that feeling.
It isnât a terrible thing to piggy back off of the âtraditional pink and blueâ but if you want to have more thought into your design, there are definitely ways to go about achieving this. Think of the colour palettes youâre using throughout your game, and what players will consider as essential gameplay elements.
To build onto EmeraldSmashâs post, if the narrative takes the player into a fairy forest roleplay thatâs all cute and bubbly, have the first interactions of user customization follow that defining colour scheme, using opposite colours for anything that needs to stand out in the UI or world. If this fairy world has a blue and green colour scheme, have essential player interactions pop up in yellow, red, or pink.
However if youâre rather looking for a genderized colour scheme, Iâd suggest shying away from the traditional âblue is for boys and pink is for girlsâ way of thinking. Itâs bland at best, and dividing players into a disagreeable dichotomy at worst.
If you want help with your specific case, provide more info into exactly what youâre doing and we can all go from there, or you can DM me. Also Iâm always open to discussing my take on using colour because I know I could learn a thing or two still in this respect haha.
You should never have harsh colours like âReally redâ⌠Always either have a lighter or darker version of that colour. Itâs much more appealing and easy to look at in my opinion, plus they look pretty good
Think of your gameâs color palette - Do you want it to be bright, dark, or in between? If you want to have something âpop outâ to your audience but not make it to where itâs difficult to look at, use a color palette thatâs just between light and dark.
Two examples would be:
- Using a shade of dark red and medium red in a area of the game where thereâs danger
- Using âpeacefulâ colors, like a light or medium-light shade of green, in an area of the game such as the hub
Dark brown and dark grey are most appealing to me.
Colors are theme based but typically they do not use brighter color backgrounds because they are designed to me more pleasing to the eye and they stand out less. (i.e. having a white background inventory⌠why?)
For games targeted towards younger audiences (such as roleplay) I tend to opt for lighter colour combinations. This gives the game a more soft, light-hearted feel to it which suites the genre well. For example, my latest roleplay includes the blue-white colour combination:
Other light colours such as orange, green and pink would also work well with this white combination. I opted for blue as itâs more of a âneutralâ colour which doesnât put-off any particular groups (for example, some may argue a âpinkâ design would dissuade a male audience from playing a game).
Alternatively, what impression would this design give you of a game?
Certainly not of a kids roleplay, thatâs for sure!
The white-and-blue combination is very effective because blue light is known to make users want to stay up and continue. Thus why many social medias use these colors.
Thereâs already a lot of excellent feedback in this thread, so Iâll try my best to offer something that hasnât already been said, but first Iâll note where I agree with the other replies:
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It really does depend on the theme of your game and the vibes that youâre going for. I wouldnât recommend the traditional pink and blue, your color palette should ultimately be decided by your game and your audience.
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Lighter, more cartoony colors definitely create a friendler mood and appeal to a younger audience.
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I agree with Aoutrou that color doesnât necessarily define emotions, but it does have the ability to. As they note, it does still play a part.
The same colors used in different contexts can create different vibes. Dark reds/maroons/crimsons can make the mood more serious, regal, glorious, sinister, or scary depending where, when, and how itâs used, and what other colors are used alongside it.
Colors like blue, white, and gray may fit nicely into a town and city game because theyâre very neutral, easy on the eyes, create a positive vibe, and work nicely with the scenery.
Two medieval fantasy games may use different palettes depending on who their target audience is. If itâs a darker or more realistic game, greens and browns would likely fit better. However, if the medieval fantasy game had a cartoony style and was intended for a younger audience, bright and exciting colors like red may be more fitting.
Even small details such as how green the grass and leaves should be deserve careful attention. An unrealistically bright green fits better in a game with a very positive mood, and a more pastel green could add to the friendly effect. Yellower grass would work better in a more realistic experience, darker grass works better in a scarier game, and a brilliant emerald color works best in a fantastical game.
No matter what you decide, make sure itâs easy on the eyes. Itâs very common for white to be used, just donât make it excessively bright.
If you have a hard time thinking of a palette, try a web app that generates one. Iâd recommend making at least 2-3 color palettes and seeing which one fits best before deciding which one to use. Each game is unique and there is no one palette that works universally, but I hope this helps you plan yours.