Enjay wrote:Then there are people somewhere in the middle.
This is kinda the approach I'd be more likely to have, tbh.
To give an imaginary example: let's say I want to make a fiery thingy and I lack oranges or vivid yellows on certain game palette. I just feel the result looks underwhelmingly poor in comparison to what I could come up with if I let loose and used the colors I picture in my head. Granted, there's probably workarounds for that, like brightmaps that can be overlayed on top of a sprite, maybe?. But it just seems an unpractical way to do it, for me. Perhaps it's because I've been an illustrator for years and have my own workflow already. I don't know.
I'd like to make fantasy/magical stuff for things like Heretic, since I think that game has a distinct lack of interesting custom assets (in comparison with Doom, ofc). So, in the imaginary case described above, I'd probably try to adhere to its palette first (which is sufficient for the most part) and for little touches or details that I think I can make look better with extra colors, I wouldn't mind adding stuff outside of its palette.
Heh, sorry if I write a lot. I just find interesting to debate this sort of stuff. I'm still in the prep stage and I'm yet to make actual time to try doing something but I've been increasingly interested in the idea and what you guys mention sure makes me feel more prepared to tackle that eventually. We'll see how that goes.
