TL;DR: Since there are ~8 colors, we can map to patterns
@DigiDuncan was showing me the game as it is. Color-impairment modes immediately came to mind. In addition to color filter modes for partial color blindness, one idea I suggested was using patterns to enhance differences between the colors.
Digi made a mock-up in both Color and B&W modes:
With Color
B&W*
* There are multiple issues with this B&W conversion
Most graphics programs do not have a mono conversion option which accurately replicates human perception's color mixing
*Note: Digi mentions that Adobe may have added one in PS at some point
It may be worth implementing this as a shader
We'll need to research how to maximize visual contrast in the grayscale band
Contrast perception in grayscale may have been partially logarithimic instead of linear
We may need 10+ total shades to account for black, game values, and white for object / UI interactions?
TL;DR: Since there are ~8 colors, we can map to patterns
@DigiDuncan was showing me the game as it is. Color-impairment modes immediately came to mind. In addition to color filter modes for partial color blindness, one idea I suggested was using patterns to enhance differences between the colors.
* There are multiple issues with this B&W conversion