<strong>[ Game -> Update ]</strong> - More info on <a href="#Fallout: A Post Nuclear Role Playing Game">Game: Fallout: A Post Nuclear Role Playing Game</a> | More info on <a href="#Project V13">Game: Project V13</a>
<p><strong>Chris Taylor</strong><a href="http://www.interplay.com/forums/viewtop ... 2&start=20"> has given us a few hints</a> as to some of the directions the <strong><em>PV13</em></strong> team is taking with colors, as well as a few tidbits about some of the things they considered in the original <em>Fallout</em>:</p>
<blockquote>
<p><em>The sky color in FO1 was only seen in a few cutscenes. We never really discussed the color of the sky, as the color of the ground was far more important thanks to our choice of camera angle in the engine. In fact, I cannot recall a single conversation regarding the sky color in FO1. The artists probably did, but it never came up in team meetings or amongst the designers.
Damnation Alley is a source that we used for inspiration for the original game.
We want each of the areas to feel a little more unique, and color palettes are a part of that uniqueness. We definitely don't want people seeing one palette the entire game. Major dullsville. Color is also used to impart emotions, and it's a tool that we'll be selectively using.
The skybox hasn't been decided on. We might have a common skybox for all areas, or specific skyboxes for each location, or smaller number of shared skyboxes.
We have a wall in the office covered with environment concept art; laid out in a similar manner as to the actual map of the game. When you look at the whole thing at once it's pretty cool.</em></p>
</blockquote>
<p>I miss the days of the old Interplay forums when all of the devs would be on and participating in the community. I'm really glad Chris is out there.</p><p>Spotted @ <a href="http://www.interplay.com/forums">The Interplay Forums</a></p>
Chris Taylor Talks PV13 and Fallout colors
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