DRL > Requests For Features
Light Sources and Running
Game Hunter:
--- Quote from: Ander Hammer on December 12, 2011, 00:29 ---I'm not sure if it does currently, but running should only deduct from this counter when you're actually running.
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Running also gives you a passive bonus (namely that all enemies have a -3 penalty to their ToHit score) so the constant drain is appropriate.
I imagine it's possible, at the moment, to implement some actual light sources (static or otherwise) into the game. There are, in fact, light flags that are applied to cells as the player moves: potentially one could create custom cells that force extra conditions with these light flags, allowing for more or less visibility (depending on what you want).
Having a toggle to switch running on/off (and only leaves you tired when you actually run out of energy) is probably doable. Having an indicator for how much run you have left could also work, since there's room to put one. (Well, maybe. I don't know if status effect indicators completely cover the bottom row yet.)
GrimmC:
Well! I was actually going to suggest light levels in DoomRL at some point (though I was hoping to see implementation of secrets/enemy room triggers/better teleporters first :-(
But I wholeheartedly support this idea. In fact, now that I know more about how rooms are generated, I know it wouldn't be too hard to include this. There could be different light levels; normal (9 LOS), dim, (5-6) dark (3-4) pitch black (1-2). (Perhaps even the rare "extra bright" for extended vision.) Enemies, naturally, see perfectly fine in the dark. (Alternately, some enemies have night vision, some don't.)
In pitch black rooms (i.e., only 1-2 squares vision), in some cases the lights could flash every x turns, showing enemy locations. Also, whenever an enemy attacks, its position would be revealed in rooms of any darkness. The difficultly, naturally, would be in figuring out where it went afterwards. Perhaps the accuracy penalty could be adjusted in rooms with low light levels, as opposed to normal non-LOS shooting, to make it more difficult...
The chances of encountering a dark room would depend on the level types. i.e., in "city" level, the outside areas would always be at normal brightness, probably same for maze levels. Cave levels would always be at "dim" or below. I would envision this having the most impact on normal and "small room" levels....for some reason, it seems fitting that normal levels would almost always have rooms of varying light levels.
The idea of having light sources is also rad. We could finally find a use for the classic lamps/torches of Doom in DoomRL! Naturally they would only spawn in dark rooms. Of course, there could also be some level events centered around this...such as a "dark maze" level. (Gosh, that would be hellish.) In this instance, light sources would be spawned throughout the level. Perhaps they could even be seen at any distance, as long as they are in the LOS, also lighting up an area of 3-4 squares around them. (Since mazes have so many walls, long-distance spotting will be rare.) This would be a different and challenging way to play DoomRL.
Overall, I think this would make the game even more intense. Since our fanbase is probably only getting more skilled as time goes on, this would be a great way to ratchet up the difficultly without drastically changing any core elements. (i.e., getting rid of corner shooting or something.) Throw in some light-amp goggles and it would be perfect. (Maybe it would also justify blur sphere?) I would love to see this implemented.
Ander Hammer:
--- Quote from: GrimmC on December 26, 2011, 19:40 ---Well! I was actually going to suggest light levels in DoomRL at some point (though I was hoping to see implementation of secrets/enemy room triggers/better teleporters first :-(
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--- Quote ---(Alternately, some enemies have night vision, some don't.)
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+1
--- Quote ---Cave levels would always be at "dim" or below.
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and arachnotrons can see in the dark oh god
--- Quote ---The idea of having light sources is also rad. We could finally find a use for the classic lamps/torches of Doom in DoomRL!
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Part of what made me suggest this was the ubiquitous braziers and skull torches and such you see in Doom.
--- Quote ---Since our fanbase is probably only getting more skilled as time goes on, this would be a great way to ratchet up the difficultly without drastically changing any core elements.
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Or perhaps balance the lessened difficulty if they make R, M, & V more Doom-like and less hax.
--- Quote ---Throw in some light-amp goggles and it would be perfect. (Maybe it would also justify blur sphere?) I would love to see this implemented.
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Yes.
GrimmC:
Additional thought: To make it super-clear, the floor could be a different color in such rooms. (With a different color for each light level.)
Simon-v:
--- Quote from: GrimmC on December 27, 2011, 13:36 ---Additional thought: To make it super-clear, the floor could be a different color in such rooms. (With a different color for each light level.)
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Not strictly necessary, since the change in vision radius is immediately and painfully obvious (Berserk! shows this quite clearly). For the particularly inattentive, a simple message such as "You step into a brightly lit space.", "The light flickers around you." or "You can't see a thing at an arm's distance." would suffice.
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