Colours of the Boundless worlds

@Dzchan94 you are my favorite now, but @Pseudonym84 will have to provide the gems :wink:

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Well @Arkefyre, I just finished:

Left section are all the natural blocks (and compact gems) by planets, and right section are all the natural blocks by color.

But yes @Dzchan94 was the first! :smile:

Anyway still needs a ‘compact amethyst’ or 10 ‘rough amethysts’. :sweat:

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Finished for now, got all the known natural blocks and props, and all the compact gems except for the amethyst one.

Oh and can we get the textures for the natural crystals please? :blush:

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Dear mr. Developers…

can we please have more color variatons?

I can understand that at least the tier 1 worlds should have at least similar colors, but would be cool if it where differend grey tones for metamorphic stones etc (on all tier 1 worlds)
so we can mix up with 4 grey tones for the bricks and such if we travel all worlds to gather that things.

Also the tier 2 and tier 3 worlds should differ more in color…
why is vulpto red and munteend boring grey?
could we have another color on all Tier 3 worlds or something?
Green, blue, yellow etc
or “not so” intense colors maybe on tier2 like “realistic” stone colors for reddish, blueish etc

the game was advertised with the feature of the blockmap to mix any color, but this feature is not really in use :frowning:

just my suggestion, i think the biggest problem with this game is that its hard to be creative and alot things on the world looks same because there is not so much choice in textures, so maybe give us more colors to have more variation and creativity when creating things.

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Well, new worlds are coming, which will bring more colours :grin:

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We’re working on it…

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Procedural palettes! That’s honestly unexpected, and super exciting :smiley:


preemptive request: LAB color space!

edit: no scratch that, I need to read up more about HSLuv—seems to have a lot of the same perceptive properties as LAB

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Spoiler^^ decorative woods :grin:

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Oh man, so much excitement about this!

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No - unscratch that!

We are using a range of colour spaces including CIEL*a*b* to generate the base palette. Then CIELAB Delta E* to maximise the distance between all the colours. It’s all about perception!! The base palette is then manipulated to create the variations per block as show the in screenshot. Then the World Builder has another structure that procedurally selects from the palettes to colour a new world. There is a degree of discretisation in the result but our tests show it’s not noticeable. Each world can generate it’s own set of block colours. This means that we can dramatically vary the visual theme and result, still allow block transitions between worlds, universally name colours, and (in the future) colour transmogrification between block types.

(Never thought I’d get to use that word in a post!)

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Are you generating a set # of steps along that spectrum? Aka will the base palette eventually wrap around with enough worlds? (also see: cubehelix, and chroma-js’s great interactive demo of it)

Then again, if each world’s palette chooses multiple colors from the base one, that’s a hell of a lot of combinations


The nerding out about color spaces is great with this one.


Man, there are going to be some cool looking worlds & builds at launch. The Sand Box may have to grow a smidge :stuck_out_tongue:

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Wow, nice!! Bring out your inner thesaurus!!!

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A smidge… hahaha funny :stuck_out_tongue:

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The palette per block is finite at 255 colours, as we need to efficiently pack the blocks in the voxel chunks. So players will have 255 colours per block to play with. (Which is actually a lot!) But the combination of block colours selected per world is huge. So yes - ultimately there will be multiple worlds with (say) Red Gleam, but no - there should not be 2 worlds with the same final palette.

More interestingly from a gameplay perspective, with a shared palette ordering per block (Red Gleam is the same index as Red Rock) there might be some block colours that don’t get procedurally used during generation. So players would only be able to use these by (some future) dying process.

The non-block colours (time of day sky gradients, sun / night-sun, etc) can be selected uniquely per world as they can’t be transferred, so we can use absolute values rather than a predetermined palette.


The Sandbox will need expanding … slightly.

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I also had a plan of using a storage slot for each item/color pair; I may need to rethink that…

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Thanks for these links.

As a fellow nerd, I notice that chroma-js is using the X11 → SVG → CSS3 colour names. These are considered pretty crappy. This analysis captures the range of various named colour palettes. And comically the space has finally gone full circle when an XKCD comic is considered one of the best public domain options available.

I’ve maybe spent too much time making sure that we name the blocks in Boundless correctly… :rainbow:

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You could try storing them more horizontally. Imagine more of a library :slight_smile:

Edit: I meant vertically.

Surely the only valid option is beaconing the world between [0, 0, 0] and [255, 255, 255], and storing each block at it’s unique RGB coordinate…

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Surely you do not doubt the community and our ability to collect 16 million different blocks of each block type! It will be a joint force. Some say we may even span these blocks throughout the planet uniformally in a road. We will call it the rainbow road and it will be marvelous.

/sarcasm :slight_smile:

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…I think we might need to have a talk about bumping the number of plots we get per level :stuck_out_tongue:

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