OneShot (2016)/Unused Graphics
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Contents
- 1 Item Related Graphics
- 2 Niko and Memory Niko Graphics
- 3 Character Sprites
- 3.1 Alternative Roomba
- 3.2 Empty Minecart
- 3.3 Pre-solstice Barrens Minecarts
- 3.4 Blue Robots Graphics
- 3.5 Blue Robots Parts Graphics
- 3.6 Freeware Empty Ponds
- 3.7 Big Empty Barrens Shrimp Pond
- 3.8 Full Walking Animations of Prophetbot
- 3.9 Freeware Dormitories Machines
- 3.10 Dead Gas Vent
- 3.11 The Safe Graphics
- 3.12 Blue Floating Signs
- 3.13 Barrens Old Factory 3D Printer
- 3.14 Barrens Terminals
- 3.15 Unused Light Jars Lightmap Graphics
- 3.16 Purple Red Big Generator
- 3.17 Unused PC graphics and animations
- 3.18 Glen Diagonal Ruins Shore Animation
- 3.19 Freeware Outdoors Alula
- 3.20 Full Walking Animations of Bird People
- 3.21 Freeware Red Gatekeeper
- 3.22 Old Cafe Guy Sprite
- 3.23 Full Walking Animations of Generic Red Robots
- 3.24 Unused Staregirl Sprite
- 3.25 Refuge Generator Room Terminal Animations
- 3.26 Unused Refuge NPC
- 3.27 Strange Red Lights
- 3.28 Refuge Streetlamps
- 3.29 More Back Alley Signs
- 3.30 Whitney Unused Sprite
- 3.31 Bookbot Unused Sprite
- 3.32 More Squared Red Robots
- 3.33 Refuge Factory Terminals
- 3.34 Camera Graphics
- 3.35 Refuge Water Sparks
- 3.36 Only 1 Factory Scientist
- 3.37 Full Walking Animations of Geogre
- 3.38 Unused George Room Books
- 3.39 Tower Entrance Blinking X Floor Tiles But NPC
- 3.40 Freeware Starting House Fireplace Wood
- 3.41 Freeware Tower Elevator Doors
- 3.42 Old Solstice Hint Message for the Big Door
- 3.43 Solstice Clovers
- 3.44 Unused Solstice Terminals
- 3.45 Solstice Maize Graphics
- 3.46 Green Depowered Robot Reference
- 3.47 Cedric Spritesheet in The Parachute Spritesheet
- 3.48 Code Portal Light
- 3.49 Code Portal Texture
- 3.50 TWM Entrance Upper Screens
- 3.51 TWM TV Screens Placeholder
- 3.52 TWM TV Screens Overlay
- 3.53 The Big TWM Screen Variations
- 3.54 Lampbot
- 3.55 Old Rue Sprites
- 3.56 Solstice Countdown
- 3.57 Test NPC
- 4 Tileset, Autotile and Panorama Graphics etc
- 4.1 Blue Water
- 4.2 Ocean Panorama Graphics
- 4.3 Refuge Ground Panorama
- 4.4 Tower Panorama
- 4.5 Unfinished Refuge Factory Panorama
- 4.6 Distorted Refuge Skyline
- 4.7 Return the Sun Ending Room Panorama
- 4.8 Unknown Sketch
- 4.9 Unedited Computer Desktop
- 4.10 Freeware Ending Room
- 4.11 Starting Cutscene Image
- 4.12 Pattern Puzzle Solution
- 4.13 Unused tilesets
- 4.14 Debug Autotile
- 4.15 More Autotiles
- 4.16 Brighter UI
- 4.17 Blue sun vision effect
- 4.18 Distort.png
- 4.19 Old Tower Water Splash.png
- 4.20 Firefly Particle
- 4.21 Purple and Green Documents
- 4.22 Logo Vision
- 4.23 Refuge Cutscene Background
- 4.24 Unused Remembering Sequences
- 4.25 Document Scrolling Arrows
- 4.26 Shrimp Particle
- 4.27 Unused Face Graphics
- 5 References
Item Related Graphics
Unused Item Icons
Eleven unused item icons that don't have an item to accompany them.
The oil can for the GDC demo tutorial room. From the freeware version, but brighter and without the green background. Its item was replaced by the thick lens.
Overworld Item Sprites
Overworld sprites for some items.
Overworld sprite for the blue unused colored key item. Added with the Solstice chapter.
Overworld sprite for the green unused colored key item. Added with the Solstice chapter.
Overworld sprite for the red unused colored key item. Added with the Solstice chapter.
Niko and Memory Niko Graphics
Niko has many sprites suited for different situations and lighting settings and many are unused. Every Niko sprite sheet received an Entity Niko variation in the Solstice update for Memory mode gameplay or just to prevent crashes during debugging. The game automatically replaces all "niko" sprites with "en" sprites in Memory mode and if there's no counterpart it simply crashes.
Niko with Gas Mask without Lightbulb
Sprites of Niko (and Entity Niko) with human ears and wearing the gas mask, but without the lightbulb. The Niko sprites are upscaled unused sprites from the freeware version.
Niko Ladder
Sprites of Niko (and Entity Niko) with human ears and downwards-facing sprites replaced with upwards-facing ones. Presumably, these were intended to be sprites of Niko on a ladder. The Niko sprites are upscaled unused sprites from the freeware version.
Niko Ladder Gas Mask
Niko wearing the gas mask without the lightbulb with downwards-facing sprites replaced with upwards-facing ones. Entity variants are duplicates of Niko Ladder Entity variants. Presumably, these were intended to be sprites of Niko on a ladder.
Niko Roomba
Unused versions of the "Niko riding a roomba" sprites, with many notable differences to the final version's sprites:
- Movement is animated with a bobbing motion, like the minecart or the boat (the final version slides with no animation).
- Niko has human ears and no sleeves.
- Niko's hat details and "skin" are colored differently.
- All of Niko's "whiskers" are the same color as their hair.
Niko Tower
Upscaled and properly centered sprites of freeware Niko in the water level of the Tower.
Niko Finale
You can't control Niko in the final room, so all of these non-cutscene sprites go unused. The Entity Niko variants are especially nonsensical, considering the context these sprites are used in. Added in the Solstice update.
Sleeping Niko in Blue Minecart
Normally Niko goes to sleep in the transition cutscene between the Barrens and the Solstice Glen, but there's another version of that transition that has no cutscene and that uses the right-facing sprites here. This alternate transition is accessible through the Quit Glitch, and is a part of the "Glitched" speedrunning route for the Solstice chapter.
Niko in Green Minecart
Niko in the green minecart, both sleeping and awake. You can't control Niko in the green minecart, so all of these sprites go unused. Added in the Solstice update.
Unused Bed Graphics
Some sprites for regular beds, and the clover bed (the one that lets you restart the game). No Entity Niko variants exist, and even if they did exist they wouldn't be used since "niko" isn't a part of the sprite's name. The clover bed was added with the Solstice chapter.
Character Sprites
Alternative Roomba
The roomba but its movement is animated with a bobbing motion, like the minecart or the boat (the final version slides with no animation).
Empty Minecart
Blue and green minecart moving on its own and its mirrored version. Added with the Solstice chapter.
Pre-solstice Barrens Minecarts
Decorative minecart at a different height and Freeware split minecart sprites that overlap when placed next to each other almost like the source material.
Blue Robots Graphics
Barrens robot sprites.
Blue Robots Parts Graphics
They dont match the tileset.
Freeware Empty Ponds
Small empty pond from freeware version and Freeware split big empty pond sprites that overlap when placed next to each other almost like the source material.
Big Empty Barrens Shrimp Pond
It's a big shrimp pond but static and empty.
Full Walking Animations of Prophetbot
When Prophetbot walks more than 1 tile in one direction the full walking animation plays out. But the only way he's gonna move up or right are random single steps that use only the first 2 sprites.
In the remake it's impossible to go above the outpost but there's an unused leftover script from the freeware ver for that case. Its supposed to make Prophetbot go right and up but that's no longer possible to trigger and he causes softlock by bonkings into outpost trying to go up anyway. Reused in WME ProphetBot friend profile.
Freeware Dormitories Machines
Mineral refinery and garbage compactor. The latter one was used for making crowbar.
Dead Gas Vent
In freeware gas vents and the gas coming out were separate entities and there were dead vents at the docks.
The Safe Graphics
Sprites for the cliffs safe. The one with red lights can be found out of bounds at refuge back alley near Rue's room. It can be used to set her non-solstice NG+ reaction text to NG+2 (changes certain solstice dialogues).
Blue Floating Signs
Upper Refuge Arrow Signs but blue and infirmary signs variations.
Barrens Old Factory 3D Printer
Used ones are all part of the tileset.
Barrens Terminals
All barrens terminals except for ones in deep mines are part of the tileset.
Unused Light Jars Lightmap Graphics
Theres 2 identical light jar spritesheets but one of them has a special lightmap texture assigned to it (green jars with lightmap are used exclusively inside the bird siblings house and are brighter than regular green light jars). There also 2 unused jar lightmap textures assigned to nothing.
Purple Red Big Generator
Matches the color scheme of the red area robots unlike the used one.
Unused PC graphics and animations
Glen Diagonal Ruins Shore Animation
Judging by its mirrored counterpart it's a shore animation for blue ruins like structures.
Freeware Outdoors Alula
In the remake the idea of indoors/outdoors sprites for Alula was scrapped, she always uses the indoors graphics.
Full Walking Animations of Bird People
For green/purple adults and pink child (tinted red child) only first 2 frames of every animation are used. The red child uses 3rd and 4th frames exclusively. Brown adults never actually walk in game.
Freeware Red Gatekeeper
Smol.
Old Cafe Guy Sprite
Freeware sprite with some changes. Shorter than remake version, lacks shading and more circular head.
Full Walking Animations of Generic Red Robots
Only first 2 frames of every animation are used.
Unused Staregirl Sprite
The used sprite has the "sans eye".
Refuge Generator Room Terminal Animations
It doesn't play its animation and there's a variant of it at a different height.
Unused Refuge NPC
Strange Red Lights
In the spritesheet of the big refuge elevator doors and of the box containing camera lenses theres sprites of strange transparent lights looking like ones in the room behind the countdown door/solstice finale. It's could've been an animation but nothing is pointing at that. What this is is a mystery.
Refuge Streetlamps
The one lamplighter is fixing is actually taller than the rest.
More Back Alley Signs
Theres only one used and it points to back alley entrance. The wiggling of supports is hidden with a transparency effect.
Whitney Unused Sprite
One of the guest characters in the refuge library. Has 1 unused sprite.
Bookbot Unused Sprite
Library receptionist has an unused sprite and it shows the legs that the used sprite also has.
More Squared Red Robots
Back alley and factory ones are the same.
Refuge Factory Terminals
In game all of them are whole, intact and active.
Camera Graphics
Theres a graphic of a lens slot cover separate from lens/the slot, the full animation of a ready photo sliding out thats supposed to play but it's glitched. There's also part of the tileset that is the lightbulb inserted in the camera (not shown here). Devs said they hadn't have enough layers to work with? (citation needed)
Refuge Water Sparks
There are only 2 water sparks in the water at the vendor street near the spot where the path splits.
Only 1 Factory Scientist
Spritesheet of library scientists but there are sprites of only the one of them.
Full Walking Animations of Geogre
She uses only fist two frames outside of the solstice cutscene where she walks down. Some of george 2, 5 and 6 side facing sprites are the same. Reused in WME friend profiles?
Unused George Room Books
There are 4 yellow books in the George's room but there're blue and red book graphics (which are also not centered).
Tower Entrance Blinking X Floor Tiles But NPC
Why
Freeware Starting House Fireplace Wood
Freeware Tower Elevator Doors
Each side is a separate sprite like in freeware version too.
Old Solstice Hint Message for the Big Door
If you are in ng+ and try to open the big door the game will make 4 hinting images in the Documents folder. The 2nd 3rd and 4th pictures of the door version specifically used to not have a clover symbol in the bottom right corner. They were all added in the solstice update and were patched when translations were added. Despite not being used anymore cloverless door hint pictures remain in the files.
Solstice Clovers
Misplaced and/or miscolored variations of the clovers which were added with the solstice chapter. Singular one is used specifically in solstice glen where you do the summoning.
Unused Solstice Terminals
Theres one palette swap of the refuge generator room one, its variant at a lower height and the Proto's terminal sprite at a different height.
Solstice Maize Graphics
Graphics for dying/dead Maize. First one is miscolored and not as wide as used version, on the right are sprites for dying maize but every sprite has dark dots in both top left and bottom right corners.
Green Depowered Robot Reference
Misplaced active green robot most likely used for refernce. Added in the Solstice update.
Cedric Spritesheet in The Parachute Spritesheet
Cedric parachute sprite is from this specific spritesheet. It has his actual spritesheet in it, most likely for reference. White on the right is probably the result of resizing the spritesheet.
Code Portal Light
Some sort of older version of transparent lights used for the code portals and the world machine interior. Added in the Solstice update.
Code Portal Texture
It seems the silhouettes of Solstice trio in the code form were cut out of this texture. Added in the Solstice update.
TWM Entrance Upper Screens
Some upper TWM screens in the Author's room are placed so high they can't be seen at all. Added in the Solstice update.
TWM TV Screens Placeholder
Placeholder graphics for small TV screens found all over the first TWM room. Added in the Solstice update.
TWM TV Screens Overlay
Quarter of width of other TV graphics added in the Solstice update. It could've been the original texture for all entity niko/screens related graphics with scanlines. Added in the Solstice update.
The Big TWM Screen Variations
TWM Encounter screen uses only 1/4 of a "noisy" texture. It was added in the Solstice update.
Lampbot
Sprites for a scrapped NPC, referred to as Lampbot by its file name. There's one lampbot out of bound in the roomba apartments room. When asked about lampbot, Nightmargin replied with:[1][2]
I was trying to make some generic robots for the red area, but their dark palette doesn’t show up too well
Old Rue Sprites
Unused, older sprites for Rue, with the only difference being a wind-up key on her back, as described by GIR in The World Machine Edition's release AMA:[3]
Rue was originally planned to be mechanical, like a toy. You can see evidence for this in a spritesheet where she has a wind-up key in her back.
Solstice Countdown
Prior to the Solstice update, the clock above the door in the Refuge leading to the portals counted down to March 20th, 2017, which is the solstice. The countdown was later updated to count down to March 27th, 2017, a week afterwards, because the developers needed more time. Since the Solstice update, these graphics are no longer used. The solstice countdown relies on system time/date so unless they were changed the NG+/Solstice chapter countdown will always stay completed.
The World Machine Edition reintroduced these graphics: in the Solstice chapter, the clock is counting up to the new year.
Test NPC
Maybe was used to get rotation animations right. The second column matches the order of sprites of npc rotating right.
Tileset, Autotile and Panorama Graphics etc
Blue Water
An unused blue ocean panorama graphic. It's functional, and fills the background with dark blue water moving left and right, like the red and ruins green waters. Apparently leftover from the freeware version.
Ocean Panorama Graphics
Unused graphics for ocean panoramas.
Refuge Ground Panorama
An extremely simple "panorama". Is actually used in maps "ground 1" and "ground 2", otherwise known as Elevator Street and Vendor Street, but it can't be seen in-game - because it's rendered under all layers of the map.
Was possibly was used as a ruler to make both street maps the same height.
Tower Panorama
Its used but you cant see that its a text
Unfinished Refuge Factory Panorama
An unfinished drawing of some industrial facilities built on water. Can be encountered in the unused map "IGNORE ToFactory", but the trigger changing the default Refuge background references a nonexistent script, and that causes the game to crash upon loading the map.
Distorted Refuge Skyline
A distorted version of the Refuge skyline, originally used in the freeware version's ending sequence. Since the ending was changed in the Steam release, this is now unused.
Return the Sun Ending Room Panorama
Duplicate of the picture used after Return the Sun ending but in Panoramas folder.
Unknown Sketch
An unfinished sketch from the files. Due to its name ('pj1.png'), it is theorized to be an early version of the minecart sketch ('pj_1a.png').
Unedited Computer Desktop
The computer desktop from the first Entity encounter, but without the CRT scanline/bend effects.
Freeware Ending Room
The image which was shown after the "place the sun" ending of the freeware version, but twice the size of the original.
Starting Cutscene Image
A picture of Niko in bed in the starting room. The tileset looks more like the bedroom in the Tower section of the game.
Pattern Puzzle Solution
An unused version of the background used in the Glen pattern puzzle. The game uses a version from a different folder.
Unused tilesets
Debug Autotile
An autotile used specifically for debugging. A normal tile is 4 autotile tiles, so that's why its called "minitiles". "openlanguage" and main Steam branches only.
More Autotiles
Included in the glen indoors/boat passage tilesets but not used. Appears to be unused 2014 ver. water autotile transferred into a new engine
Brighter UI
Blue sun vision effect
Distort.png
Old Tower Water Splash.png
Firefly Particle
The sprite for the firefly particles, but with a transparent background instead of a solid black one.
Purple and Green Documents
Graphics for documents in purple and green colors. While blue and red documents are used, there is no reference to these two in the code.
Logo Vision
The game logo in the style of the visions seen throughout the game in a New Game+. Was possibly intended for an ending cutscene, or in the Solstice credits room.
Refuge Cutscene Background
The Refuge intro cutscene's background, without Niko or a banister.
Unused Remembering Sequences
There are 5 pictures of different stages of the Tower for the "Niko remembers the past playthrough" sequence in the Solstice route. While the first three are used, these last two aren't.
Document Scrolling Arrows
Arrows used for notifying the player that there's more text offscreen in the current document. The blue ones are used in some localizations, while the red ones are completely unused - and even if there were red documents with offscreen text arrows, they would use the blue arrows instead; it takes a game reload to change the arrow's color. This also means you can have red arrows with a blue document in a mod.
There are no green or purple arrows to go with the unused purple and green documents.
Shrimp Particle
There are only 2 particles in-game: "firefly" and "shrimp". The "shrimp" particles are unused but fully functional. An experimental feature that didn't make the cut. According to GIR, one of the developers: [4]
Talking to @NightMargin, it sounds like we might've just forgot to turn these on. These maps also had performance issues with the shinies in the water already, so adding this effect probably would've put more strain on in that regards.
Unused Face Graphics
References
- ↑ Nightmargin's tumblr - Jan. 20th, 2017
- ↑ Nightmargin's tumblr - Nov. 18th, 2018
- ↑ OneShot: The World Machine Edition Release AMA - Sep. 21th, 2022
- ↑ GIRakaCHEEZER's twitter - Jul. 22nd, 2020