Lightgem (definitely post 1.0)

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raevol
Posts: 3093
Joined: 07 Aug 2011, 01:12
Location: Caldera

Re: Lightgem (definitely post 1.0)

Post by raevol »

That's a pretty sneaky way of determining the character's light level... I like it.
ezzetabi
Posts: 407
Joined: 03 Feb 2012, 16:52

Re: Lightgem (definitely post 1.0)

Post by ezzetabi »

Do not forget The Dark Mod was born when the Doom3 engine was still closed source. With the engine full source, and the possibility of patching it, there might be more directs ways.
ezzetabi
Posts: 407
Joined: 03 Feb 2012, 16:52

Re: Lightgem (definitely post 1.0)

Post by ezzetabi »

Tarius wrote:Well, for this, all you have to do is figure out how much light is hitting the player versus the surroundings...
I know it is not how reality works, but in the Thief games the surrounding does not count at all. If there is the same light you can be in front of a black wall, a white wall or even in the center of a room and the game would consider your character exactly with the same visibility.

In The Dark Mod forum has been longly discussed if changing this behavior; but at the end the discussion concluded that it would make the game much more difficult for the player and yet not more fun.

It is up the map artists to avoid the most ridiculous situations like a blob of darkness in the center of a room. If you played Thief you probably hid in the some doorways; it is ridiculous, yet the game was fun.
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