Here's an idea.
How about expanding lightning?
I explain.
When you have a lit rooms or a room with someone having a light source, the adjacent rooms gets lit for people with low-light vision.
So a light source would effectivelly expand one room from its origin for low light vision.
I think it would give more purpose to low-light, especially in a closed environment such as dungeons.
Brar
Room lightning
- Brar
- Sword Grand Master
- Posts: 817
- Joined: Thu Jun 29, 2006 10:05 am
- Location: Between stupidity and nonseriousness :)
Room lightning
Your friendly house-elf,
Brar
Brar
- Raona
- Staff
- Posts: 4944
- Joined: Fri Aug 19, 2005 3:40 pm
- Location: Waterdeep - Halls of Justice
- Contact:
Re: Room lightning
I *like* this. (Clicking the LIKE button.)
Re: Room lightning
Up for that idea too
Eltsac, Loren Wildsoul, Gaymor, Heleyn Featherhand, Aminiel Emeraldeyes, Derissa Silvershield, Hova, Cal Nimblefinger, Cylistria Baenre
Re: Room lightning
This idea makes sense in theory but a neighboring room can have a lot of different factors. What if there's a door inbetween? What if the exit is one-way? What if it's hidden? What if it's in the wilderness, where a neighboring room is really 20 miles away?
I think a much better way to deal with light/darkness in an ideal world would be to have it dealt with on an absolute basis. All the lights on a person should add to the light in the room. A room can also have light flags some of which we have now, like ROOM_DARK, ROOM_LIGHT, ROOM_LOWLIGHT, ROOM_BLINDING, ROOM_TOTALDARK. Then you have a formula representing exactly which one each of these represents, and the different sector types would have their own standard which could then be overcome by a flag. A light of 0 or less would be dark, only people with darkvision can see. A light of between 1-5 would be one where low light vision functions. A light of between 5 and 100 is normal. Anything more than 100 would become blinding where no one can see due to how bright it is. This would allow us to have functioning spells like darkness spells (maybe lowers the light in the room by 50), blinding light spells (adds 100 to the light), impenetrable darkness spells (lowers light by 1000) etc so on... but this would be more difficult to code!
I think a much better way to deal with light/darkness in an ideal world would be to have it dealt with on an absolute basis. All the lights on a person should add to the light in the room. A room can also have light flags some of which we have now, like ROOM_DARK, ROOM_LIGHT, ROOM_LOWLIGHT, ROOM_BLINDING, ROOM_TOTALDARK. Then you have a formula representing exactly which one each of these represents, and the different sector types would have their own standard which could then be overcome by a flag. A light of 0 or less would be dark, only people with darkvision can see. A light of between 1-5 would be one where low light vision functions. A light of between 5 and 100 is normal. Anything more than 100 would become blinding where no one can see due to how bright it is. This would allow us to have functioning spells like darkness spells (maybe lowers the light in the room by 50), blinding light spells (adds 100 to the light), impenetrable darkness spells (lowers light by 1000) etc so on... but this would be more difficult to code!
Re: Room lightning
I liked Brar's suggestions off the bat, but Raona and Solaghar make good points. I prefer Solaghar's suggestion after consideration. It provides more flexibility to the builder.
"A man may die yet still endure if his work enters the greater work, for time is carried upon a current of forgotten deeds, and events of great moment are but the culmination of a single carefully placed thought." - Chime of Eons