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''Caves of Qud'' employs a restricted visual style that can ''generally'' be described as follows: | ''Caves of Qud's'' in-game art employs a restricted visual style that can ''generally'' be described as follows: | ||
* | * The palette is limited to 18 specific colors. | ||
* Each tile (sprite) can have up to three colors: foreground, detail, and background. (The background color is usually left as the default black; see the [[Visual Style#Palette|Palette]] section.) | * Each tile (sprite) can have up to three colors: foreground, detail, and background. (The background color is usually left as the default black; see the [[Visual Style#Palette|Palette]] section.) | ||
* Each tile is 16 pixels wide by 24 pixels tall. | * Each tile is 16 pixels wide by 24 pixels tall. | ||
Additionally, composite screens | Additionally, composite screens, art pieces in its style, and the game itself employ: | ||
* a vignette effect, darkening the corners of the screen slightly. | |||
* a scanline effect, emulating the look of images on an old CRT TV by superimposing faint, horizontal lines over the image. | |||
* a desaturation effect, moving all displayed colors slightly closer to grey. | |||
Some art in the game doesn't strictly follow the limited palette, and employs a unique trick (see: [[Modding: Tiles#4th Color]]) to create a theoretically infinite | The viginette and scanline effects can be disabled in the options menu. | ||
Some art in the game doesn't strictly follow the limited palette, and employs a unique trick (see: [[Modding: Tiles#4th Color]]) to create a theoretically infinite palette as long as the color produced can be created by mixing two of the 18 pre-defined colors. | |||
=Palette= | =Palette= |
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