Aesthetics - Azzbo/ColourisedGame GitHub Wiki

Guide to the general aesthetics of the game level, including assets for the background/midground/foreground, intractable level objects such as platforms, props and environmental pieces, and character models and designs for enemies, NPCs and the player character.

Aesthetics for the environment will generally follow a painted, whimsical style when completed, such as those seen in games like 'Ori and the Blind Forest'and 'Hollow Knight'.

Parts of the level are affected by the main antagonistic force of the game, and as a result are completely devoid of colour. Whilst these parts of the level are in greyscale, they cannot be used like normal areas, and may cause damage to Flit or completely restrict him from reaching new areas until colour has been restored there. (link to mechanics page when added)

# Environment Design The environment of the introductory level is structured around two core concepts: a forest setting, and the colour red. As the game's main mechanic revolves around colour, it was narrowed down early during planning that each level should be based on a separate colour and environment. Due to the restrictive colour scheme, the design of the forest setting as a whole fell more in-line with temperate, autumnal forests, as opposed to a jungle or taiga based ones.

The level is set amongst the branches of the trees, and it is implied that the scale of the player is smaller than the norm.

Here is the Colour palette for Level One of Colourised: