Visual Style: Difference between revisions
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{{ | {{Gamename}} employs a restricted “low-res” visual style that complements its history-focused themes by referencing and paying homage to hardware and software of the past. | ||
==Graphics== | |||
In-game screens display [https://en.wikipedia.org/wiki/Vignetting vignetting] and visual [https://en.wikipedia.org/wiki/Scan_line scan lines], which give the impression that the game is being viewed through an older style of computer terminal. (Either or both of these effects can be disabled from the options menu.) | |||
Each rendered tile (i.e., sprite) is 16 pixels wide by 24 pixels tall and may contain up to three of the game's 18 fixed colors, referred to as the primary, detail, and background colors. Usually the background is left black (the color referred to in the game code as <code>k</code>, and fanonically called “Qud viridian”; see the [[#Palette|Palette]] section). The tiles may be scaled to fit the actual size of the game window. | |||
===Exceptions=== | |||
Some tiles use colors outside of the fixed palette. These colors are always some mixture of the primary and detail colors of the tile. (See [[Modding:Tiles#4th Color]] for details.) | |||
Game mods are allowed to specify that their tiles are of sizes other than 16 by 24, however the base game itself doesn't use this function. (See [[Modding:Tiles#Tile_Size]] for details.) | |||
=Palette= | ==Palette== | ||
The tile palette comprises 18 colors, which are given in the following table: | |||
{{Color Table}} | {{Color Table}} | ||
==Palette Files for Pixel Art== | ===Palette Files for Pixel Art=== | ||
===JASC palette format (.pal)=== | ====JASC palette format (.pal)==== | ||
The JASC palette format is useable by a variety of pixel art programs, including Piskel and Aseprite. (It isn't useable by GIMP; see the [[#GIMP palette format (.gpl)|GIMP palette format]] section.) | The JASC palette format is useable by a variety of pixel art programs, including Piskel and Aseprite. (It isn't useable by GIMP; see the [[#GIMP palette format (.gpl)|GIMP palette format]] section.) | ||
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255 255 255</pre> | 255 255 255</pre> | ||
===GIMP palette format (.gpl)=== | ====GIMP palette format (.gpl)==== | ||
Save the following as <code>Caves of Qud.gpl</code> in your GIMP palettes folder. This folder's location varies by platform: | Save the following as <code>Caves of Qud.gpl</code> in your GIMP palettes folder. This folder's location varies by platform: | ||
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177 84 207 Violet (m)</pre> | 177 84 207 Violet (m)</pre> | ||
=See Also= | ==Trivia== | ||
{{Opinion}} | |||
* The game code's tendency to refer to object sprites as “tiles” may be an allusion to the phrase “tileset“ as it is used in roguelike circles to refer to optional graphics for a game that can be used in place of the usual text terminal. However, {{Gamename}}'s tiles mode isenabled by default. | |||
==See Also== | |||
* [[Modding: Text Color Codes & Object Rendering]] | * [[Modding: Text Color Codes & Object Rendering]] |
Revision as of 08:06, 26 July 2020
Caves of Qud employs a restricted “low-res” visual style that complements its history-focused themes by referencing and paying homage to hardware and software of the past.
Graphics
In-game screens display vignetting and visual scan lines, which give the impression that the game is being viewed through an older style of computer terminal. (Either or both of these effects can be disabled from the options menu.)
Each rendered tile (i.e., sprite) is 16 pixels wide by 24 pixels tall and may contain up to three of the game's 18 fixed colors, referred to as the primary, detail, and background colors. Usually the background is left black (the color referred to in the game code as k
, and fanonically called “Qud viridian”; see the Palette section). The tiles may be scaled to fit the actual size of the game window.
Exceptions
Some tiles use colors outside of the fixed palette. These colors are always some mixture of the primary and detail colors of the tile. (See Modding:Tiles#4th Color for details.)
Game mods are allowed to specify that their tiles are of sizes other than 16 by 24, however the base game itself doesn't use this function. (See Modding:Tiles#Tile_Size for details.)
Palette
The tile palette comprises 18 colors, which are given in the following table:
Code | Name | Hex | |
---|---|---|---|
r | dark red / crimson | #a64a2e | █ |
R | red / scarlet | #d74200 | █ |
o | dark orange | #f15f22 | █ |
O | orange | #e99f10 | █ |
w | brown | #98875f | █ |
W | gold / yellow | #cfc041 | █ |
g | dark green | #009403 | █ |
G | green | #00c420 | █ |
b | dark blue | #0048bd | █ |
B | blue / azure | #0096ff | █ |
c | dark cyan / teal | #40a4b9 | █ |
C | cyan | #77bfcf | █ |
m | dark magenta / purple | #b154cf | █ |
M | magenta | #da5bd6 | █ |
k | #0f3b3a | █ | |
K | dark grey / black | #155352 | █ |
y | grey | #b1c9c3 | █ |
Y | white | #ffffff | █ |
Palette Files for Pixel Art
JASC palette format (.pal)
The JASC palette format is useable by a variety of pixel art programs, including Piskel and Aseprite. (It isn't useable by GIMP; see the GIMP palette format section.)
Copy the following text block into Notepad or another plain text editor and save the file as Caves of Qud.pal
. Then you can import it into a pixel art program. (See your program's documentation for details on how.)
JASC-PAL 0100 18 166 74 46 215 66 0 241 95 34 233 159 16 152 135 95 207 192 65 0 148 3 0 196 32 0 72 189 0 150 255 64 164 185 119 191 207 177 84 207 218 91 214 15 59 58 21 83 82 177 201 195 255 255 255
GIMP palette format (.gpl)
Save the following as Caves of Qud.gpl
in your GIMP palettes folder. This folder's location varies by platform:
- Windows:
%APPDATA%\GIMP\2.X\palettes\
- Linux:
~/.config/GIMP/2.X/palettes/
- OSX:
~/Library/Application Support/GIMP/2.X/palettes/
GIMP Palette Name: Caves of Qud Columns: 5 # 0 0 0 True Black 255 255 255 White (Y) 177 201 195 Bright Grey (y) 215 66 0 Bright Red (R) 166 74 46 Dark Red (r) 233 159 16 Bright Orange (O) 241 95 34 Dark Orange (o) 207 192 65 Yellow (W) 152 135 95 Brown (w) 0 196 32 Bright Green (G) 0 148 3 Dark Green (g) 21 83 82 Dark Grey (K) 15 59 58 Black (k) 119 191 207 Bright Cyan (C) 64 164 185 Dark Cyan (c) 0 150 255 Bright Blue (B) 0 72 189 Dark Blue (b) 218 91 214 Magenta (M) 177 84 207 Violet (m)
Trivia
- The game code's tendency to refer to object sprites as “tiles” may be an allusion to the phrase “tileset“ as it is used in roguelike circles to refer to optional graphics for a game that can be used in place of the usual text terminal. However, Caves of Qud's tiles mode isenabled by default.