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November 27, 2013
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DawnHack - NetHack 3.4.3 / UnNetHack 5.1.0 by DragonDePlatino DawnHack - NetHack 3.4.3 / UnNetHack 5.1.0 by DragonDePlatino
:icongouseplz::iconthisartplz:
MS Paint, ASEprite, Paint.NET, Tiled used. 3 Months
16 colors, resized to x3.
After a long, hard 3 months of work, I have finally completed my biggest spriting project yet...A remake of NetHack, one of the most famous rogue-likes of all time. My aims when creating this texture pack were simplicity, professionalism, contrast and familiarity.

First and foremost, I knew the very best best way to keep things simple would be to stick to a 16-color palette. Knowing this, I decided to recreate the 1057 tiles of NetHack using the ever-popular DawnBringer palette. I did this because I wanted to reinvent the graphics of an old game while still keeping the old-school look of it. Dawnbringer also converts very nicely to terminal colors, which means I could also create a version using NetHack's original colors.

My second aim was professionalism, and this appears throughout the texture pack. NetHack's default texture pack has many stylistic clashes. Some graphics have very tiny heads and realistic proportions, while others are goofily out-of-proportion. I set to create this entire texture pack using bases as often as possible to keep a consistency from character to character. I also used many modern pixel art techniques such as anti-aliasing, hue-shifting and sel-out to create the smoothest, clearest texture pack possible in a 16x16 resolution.

Thirdly, I aimed for a high level of contrast in this tileset. One of the biggest parts of NetHack is encountering and identifying the hundreds and hundreds of enemies and items. In the default tileset, it might be hard to tell apart a halberd from a bardiche, or a giant ant from a soldier ant. Many tilesets are also color-coded, making it harder for deuteranopic or color-blind players to play. This has led to a lot of criticism of tile-based graphics in the community, and how text-based graphics are much better. To mend this, I did my best to make no two items look alike. Items are never differentiated by just color. Some might be flipped, others might look a little wider or taller...you get the idea.

Lastly, I knew it was important to keep a familiarity with this tileset. Over the decades, millions have played NetHack and many have used the default tileset. It's grown and changed over the years, but many of the basic monster appearances have stayed the same. I knew I would be alienating people if I changed the tileset too much, so I tried my best to keep the designs/posing of the popular characters as familiar as possible without making too many sacrifices in professionalism. For example...In both the default tileset and mine, the Rogue is a brown-eyed warrior wearing a red barbarian helmet, blue tunic and brown pants.

When you download this tileset, you will find multiple versions of the tileset within, including those. For vision-impaired people, I created a larger 32x32 tileset resized using 2xBr. .txt versions of the graphics are also included for those who wish to mod their inventory icons to reflect this tileset.
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:iconnucleokinesis:
nucleokinesis Featured By Owner Feb 23, 2014
It's really really nice but the UnNetHack version doesn't seem to display the correct tiles - substitutes ice box tile for bag, for example.
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:icondragondeplatino:
DragonDePlatino Featured By Owner Feb 23, 2014
Hmmm...you'll have to see the UnNetHack dev about that. He may have rearranged the tiles a bit from their vanilla setup, and I'm fairly certain my setup is the correct one as I referenced the game's files to see the tile order. What is the graphic displayed for the rest of the containers?
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:iconnucleokinesis:
nucleokinesis Featured By Owner Feb 23, 2014
It's really really nice but the UnNetHack version doesn't seem to display the correct tiles (substituting ice box for bags, etc).
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:iconzazink:
zazink Featured By Owner Feb 2, 2014
Uh, so you probably shouldn't have given the magical versions of items like the whistle, lamp, instaments, ect their own different tile. It elimates the need to identify them.
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:icondragondeplatino:
DragonDePlatino Featured By Owner Feb 2, 2014
It's easy to id by just kicking stones, repetitively checking bags (for disappearing items) or rubbing lamps. Amulet of Yendor is easy unless you somehow manage to mix in the real with a few plastic. My main purpose with including separate textures is for mod makers. You know, in case someone wanted to mod the texture to change whether the item is id'd or not. If you don't like it, you can always just c/p the textures to make them all look the same.
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:iconzazink:
zazink Featured By Owner Jan 31, 2014
Holy shit thank you I love unnethack but there haven't been up to date graphic tiles for ages
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:iconroflord:
Roflord Featured By Owner Jan 22, 2014
I don't know what happened first
Either me finding this tileset in here or me finding it really comfortable in the android port of unnethack 5.1.0
Either way, I just wanted to come by and tell you how awesome this is, really, some sets are just too realistic, too basic or too weird to even look at, this one however is simply beautiful, thank you for the amazing work
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:icondragondeplatino:
DragonDePlatino Featured By Owner Jan 22, 2014
D'awwwwwww...thanks for the comment! Makes it all the worthwhile when people like this thing so much. :D
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:icontherogueeffect:
TheRogueEffect Featured By Owner Jan 10, 2014
Definitely gonna use this! Nice work :D
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:iconarthandas:
Arthandas Featured By Owner Dec 29, 2013
This pack is beautiful but you made it for vanilla NetHack which no one plays anymore :( The dominant variant right now is UnNetHack. If you could also make an UnNetHack version... :D 
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