Light level
Posted: Wed Jun 30, 2004 4:09 pm
<musing about one of the not-a-bug postings...>
When you cast lots of light spells the effect lasts ages and you don't have to worry about light ever again when wondering through the dungeon. Although this would be different to DM, would people be interested in removing the maximum brightness, so that if you cast too many light spells it gets too bright to see (i.e. just as the dugneon view gets darker than normal when there's not enough light, it could also get lighter if there's too much).
I would suggest building in a tolerance band. For example:
0 = complete darkness
100 = "normal"
....
200 = "normal"
400 = complete white
Currently 0-100 is smoothly alpha-blended, and anyhting over 100 is treated as 100. There's no reason to stop at that though....
Note that this also opens up interesting design possibilities, for example a level with an intrinsic light level of 400 and you have to cast darkness spells in order to see you way around...
When you cast lots of light spells the effect lasts ages and you don't have to worry about light ever again when wondering through the dungeon. Although this would be different to DM, would people be interested in removing the maximum brightness, so that if you cast too many light spells it gets too bright to see (i.e. just as the dugneon view gets darker than normal when there's not enough light, it could also get lighter if there's too much).
I would suggest building in a tolerance band. For example:
0 = complete darkness
100 = "normal"
....
200 = "normal"
400 = complete white
Currently 0-100 is smoothly alpha-blended, and anyhting over 100 is treated as 100. There's no reason to stop at that though....
Note that this also opens up interesting design possibilities, for example a level with an intrinsic light level of 400 and you have to cast darkness spells in order to see you way around...