I was wondering how Turtle Rock Studios goes about thinking what colour scheme to use for their designs. Every class has its own unique colour - Assault being Red, Trapper being Green, Support being Yellow and the Medic being sorta Turquoise. These colours however might be perceived differently by a few people. Heck, I’m not even sure if I’m seeing them correctly as I’m partially colourblind myself.
However the thing that strikes me as odd is Griffin. His soundspikes seem to have this orange colour, on top of being really small in size. I’ve found that usually I’m only able to detect them (while smelling) if I can somehow get a really dark background between me and the sound spike; a wall, a cave, or even a large tree.
Now the hard thing is here is that I’m a monster player. I don’t always have time to look for that dark background, even though it’s essential for me to even see the sound spikes. Of course they’re supposed to be tricky to find, I get that. Plenty of people aren’t concerned with hiding their instruments however and place them in the middle of wide open spaces, or even next to wildlife. Any normal person would be able to deal with this (as I’ve seen plenty of other monsters handle it quite adequately). However this thing called colourblindness makes it a rather tricky deal to discover those nasty buggers while you’re in a hurry.
Would it by any chance be possible to add a different colour scheme for the more visually impaired players? Or could the colour of these things perhaps be turned a little brighter, if not a completely different colour? With the amount of colour in the game already, I reckon adjusting the colour of an item’s outline while sniffing would be a rather small feat…
Mind you, I’m aiming this specifically at Griffin because those sound spikes actually deal with tracking a monster. Maggie’s trappers will spring and I’ll know they’re there. Those spikes show no interaction however, no movement, no nothing. They’re practically invisible to me, and I’m sure a fair few other players as well.