med-material / Whack_A_Mole_VR

Whack-A-Mole in VR
MIT License
3 stars 16 forks source link

Visuals: Correct Colors #36

Closed bastianilso closed 4 years ago

bastianilso commented 4 years ago

Currently the colors in the game don't create a cohesive use of values and saturation. The below mockup suggests a color scheme and uses a motive based on the new wall generation discussed in #34 . The color scheme adheres to the existing established conventions, but the colors were adjustment in terms of value and saturation. See mockup and suggested colors below:

image image

In later stages we might want to go for an alternate scheme (ie. pure gray-scale, to keep it more "clinical"), but lets use this as a starting point.

EDIT: The apparent distance to the wall should not be considered here (just a mockup), its mainly establishing a color scheme.

QuentinDaveau commented 4 years ago

That's pretty interesting. Which kind of convention does this color scheme follows ? Material design ?

QuentinDaveau commented 4 years ago

The UI (player panel, therapist panel) is currently white (ffffff). Is that good ? It may blend with the wall/skybox horizon.

bastianilso commented 4 years ago

@QuentinDaveau self-invented color scheme. But yea, its not realism, its more of a playful simplification. The end goal is to obtain a more clinical feeling to it - in the end what matters is that patients/therapists from an outlook will see this as a tool for diagnosis, rather than a game (although it should retain its motivating/playful qualities).

Good point about the overlay UI. We might want to add a thin grey border on the left-hand side.

QuentinDaveau commented 4 years ago

@bastianilso some feedback after implementing the new color scheme:

The current result:

image

bastianilso commented 4 years ago

@QuentinDaveau very nice. I just passed by to test, but we didnt get the colors working yet - but lets do that test later.

Eye strain is definitely a valid issue. I have reviewed SteamVR's default color scheme a bit and they employ some interesting rules to their color scheme. image

I will investigate applying the same constraints to our color scheme.

bastianilso commented 4 years ago

Here's a quick update:

image image

I think one of the main eye sores in VR was looking at the black moles - here's a toned down version of that. The wall color is mostly the same - everything else has received adjustments in terms of tone/sat though, in many case bringing values closer to each other (lowering contrast).

QuentinDaveau commented 4 years ago

@bastianilso I'll implement the new colors. Concerning the shadow projected by the wall on an invisible plane, I can't manage to find a working shader. There are plenty, but almost all of them are for old Unity versions. Some seems to work but only in the editor, I think SteamVR changes some camera rendering settings at runtime which breaks the shader when rendering.

One solution would be to simply place a visible plane but with the exact same color as the skybox's ground. However the environmental lightning pauses problem in this case, so we may want to disable it too. This may work but it is a bit sketchy. I'll try some other stuff, I'll keep you in touch.

hendrikknoche commented 4 years ago

Martin Kraus in the department is an expert in shader programming and Unity. He would know.

QuentinDaveau commented 4 years ago

Some feedback concerning the new color changes:

Feel free to pass by to test the new color scheme in VR.

QuentinDaveau commented 4 years ago

Issue fixed with merging of #46. Closing the issue.