Visibility
Posted: Thu Feb 15, 2007 12:58 pm
If one of the following is already doable by regular dungeon mechanics (without a mess of interconnected relays), please let me know how.
- I'd like to be able to set for an object, i.e. a monster or a wallitem, a brightness inverter flag. That means if that flag was set, the object would appear completely black in bright light and completely bright in total darkness. That way something could made be distinguishable only in the dark, an infinity of light puzzles would start to open up, and the darkness spell would finally become a useful part of the game.
- You'd also need to set a minimum and maximum brightness in order to be able to make an object glow in the dark, but not become dark when in bright light, and make a glowing object not become all white in total darkness.
- Maybe the point of an object's maximum brightness could be defined freely, becoming more shady if light environment becomes either lighter or darker than that maximum point. That way you could create a wall text that would only be clearly visible in twighlight for example.
- I'd like to give an object a light-dependant tansparency, again with an optional inverter flag. That way you'd be able to make a ghost be nearly invisibly translucient in bright light. Only in the dark brave adventurers would be able to fully perceive the terrible spectre. Again being allowed to freely define a point of maximum or minimum transparency light level might allow for even more interesting puzzles.
Since this would need some engine tweaks, yet algorithmically not too complicated ones as far as I can judge, I'd be happy to have them.
What I have in mind for my dungeon, as an obstacle in the monk's path part of the dungeon is The Hall of Zen, an abandoned Dojo haunted by the separated undead goulish bodies and spectre-like spirits of the ninjas who once used to train there. The bodies would be corporeal, and have a giggler-like stealing ability along with the ability to cast a strong darkness spell. The bodies would have normal positive visibility. The spectres would be uncorporeal and cast lighnting bolts. They'd have inverse visibility along with light-dependant transluciency, and a permanent low-level light spell, in order to make them appear glow in the dark. Maybe even the meeting of a darkness-shrouded body and a glowing spirit could create a spooky greyish weak flickering of light in the distance.
- I'd like to be able to set for an object, i.e. a monster or a wallitem, a brightness inverter flag. That means if that flag was set, the object would appear completely black in bright light and completely bright in total darkness. That way something could made be distinguishable only in the dark, an infinity of light puzzles would start to open up, and the darkness spell would finally become a useful part of the game.
- You'd also need to set a minimum and maximum brightness in order to be able to make an object glow in the dark, but not become dark when in bright light, and make a glowing object not become all white in total darkness.
- Maybe the point of an object's maximum brightness could be defined freely, becoming more shady if light environment becomes either lighter or darker than that maximum point. That way you could create a wall text that would only be clearly visible in twighlight for example.
- I'd like to give an object a light-dependant tansparency, again with an optional inverter flag. That way you'd be able to make a ghost be nearly invisibly translucient in bright light. Only in the dark brave adventurers would be able to fully perceive the terrible spectre. Again being allowed to freely define a point of maximum or minimum transparency light level might allow for even more interesting puzzles.
Since this would need some engine tweaks, yet algorithmically not too complicated ones as far as I can judge, I'd be happy to have them.
What I have in mind for my dungeon, as an obstacle in the monk's path part of the dungeon is The Hall of Zen, an abandoned Dojo haunted by the separated undead goulish bodies and spectre-like spirits of the ninjas who once used to train there. The bodies would be corporeal, and have a giggler-like stealing ability along with the ability to cast a strong darkness spell. The bodies would have normal positive visibility. The spectres would be uncorporeal and cast lighnting bolts. They'd have inverse visibility along with light-dependant transluciency, and a permanent low-level light spell, in order to make them appear glow in the dark. Maybe even the meeting of a darkness-shrouded body and a glowing spirit could create a spooky greyish weak flickering of light in the distance.