![]() Once an explorer and treasure hunter, Donovan roamed the world alongside his friend and partner, Luan. The wraith’s past was a mystery until the release of Specter of Torment, Specter Knight’s own prequel campaign, where his backstory was revealed. A cunning and ruthless apparition, Specter Knight is first seen watching over the Lich Yard as either the first or second Order member Shovel Knight must defeat. Specter Knight, otherwise known as Donovan, is a member of the Order of No Quarter, a group of Knights commanded by the Enchantress who terrorize the land and rule with an iron fist. But with the game’s mascot serving as an Assist Trophy for now, who is left to spearhead the addition of such content as a playable character? Well, following the release of new adventures in the Shovel Knight world, three characters have risen up to stand alongside Shovel Knight in terms of prominence and popularity, one of which being the topic of today’s Dream Smasher: Specter Knight. While the iconic platformer’s inclusion in such a major title was a monumental development for indie games as a whole, the Shovel Knight world can still offer so much more to Smash with the potential inclusion of music, stages, or even a fighter. The Blue Burrower serves as an Assist Trophy in this installment, bringing along various characters from his home series in the form of Spirits as well. One such guest appearance of Shovel Knight’s is in the legendary crossover fighting game: Super Smash Bros. Owing to Shovel Knight ’s groundbreaking success, the titular lead has procured an impressive library of cameos in other studios’ games as well. With its lovable cast of characters, superb level design, and challenging gameplay that calls back to retro platformers of old, Shovel Knight has dug its way into many fans’ hearts since its release in 2014. Soo, don't commit to a palette as the first step, but try out a few things, keep it flexible and see if you find a workflow that you like.By far one of the most influential and well known indie game franchises ever made, Yacht Club Games’ Shovel Knight saga needs no introduction. I have the feeling that some of the open questions stem from you not really knowing what your style is or how you want your things to look. how does it look like if you could choose the colors freely? How with some default palette? How does it look with more shades of darkness? How does it look if the darkest level is always blue instead of a darker version of your color? If you have a simple sprite that you need anyway, go ahead and try a few things out. If your palette in the end has three colors for water but 25 for skin tones, that's absolutely fine! Your palette is a tool that you use to reach your goal! ![]() And you keep the palette as a reference for which colors you already used in other assets. If you want you can always start with an existing palette and every time you think "Hey, I really, really need this other color now" then you just add it to the palette. If you need more skin tones, then go ahead and add them! One thing I don't understand about these palettes, even the ones with a lot of options, is something like skin tones And the darker version of dark green? Well, that's black then (or a dark blue for a less sterile feel). ![]() 3 different lightness levels on your sprite. So you only have a hand full of shades anyway - light would generate max. ![]() Usually in pixel art you make compromises and stylize things, because otherwise you have too small details that are hard to make out and everything becomes a blurry mush. I'm trying to understand the fundamentals of graphic design before I really double down and start trying to make my own pixel art assets, so I would really appreciate if anyone could share any insights!ĮDIT: Thank you everyone, these answers are wonderful! I understand this concept way better than I did just a day or two ago, thanks so much!Īnd what about shading? That pallette would have to have hundreds of colors in it to account for everything So I guess I'm just a bit confused on what my goals are supposed to be for using a palette or how to make and use one effectively. Like, is the idea that you make a palette, and then those are the only 24ish colors you can use to make all the art for the entire game? Why would you put those sorts of limitations on yourself? Maybe I'm not understanding this correctly, but when I went and played some games while thinking about this idea I noticed that most games have far more variations and subtleties in color choice within their art than could ever possibly be represented by a mere 24 or even 64 color palette. One thing I don't understand though when working with pixel art and graphic design in general is the concept of a color palette. So I've slowly been getting into game design and I've been studying C# and graphic design in my free time lately.
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