v0.8.13 (Troubling Times) active on Google Play

Useful links
Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
Get the game (v0.8.13) from Google, Github, F-Droid, our server, or itch.io

Dynamic lighting for caves/maps

Unstructured ideas, requests and suggestions for the development of the game.
TheFSM
Posts: 19
Joined: Sat Nov 05, 2011 4:15 am
android_version: 2.3 - Gingerbread

Dynamic lighting for caves/maps

Post by TheFSM »

I read somewhere that the lighting of tiles in the maps is not controlled by different images. This gave me the idea about perhaps having dark maps where you can carry a torch around in your offhand otherwise it's pitch black like a couple of caves near BWM.

My suggestion would go something like this:
A torch item is held in the offhand and lasts a specific number of rounds (e.g. 10 rounds outside of battle). Torches can be equipped via the quick slots.
Some monsters are especially good at fighting in the dark (their attack chance / damage increase)
Your own block chance decreases in the dark.
Lighting decreases in a radius around you when you have a torch equipped.
Some potions / foods can also be used to see in the dark? others have impaired vision as a side effect? e.g. Cheep alcohol, 20% chance of rendering you temporarily blind.
A risk of "using the wrong potion" if it's pitch black?
Lvl: 120, XP: 31,872,879, Gold: 1,000,257, RoLS: 0, ElyR: 0, RoL: 0, ChaR: 5, GoLF: 0, ShaF: 0
HP: 258, AC: 325%, AD: 74-78, AP: 3, CC: 33%, CM: 2.0, BC: 118%, DR: 4
Restore on kill:1-3(Items) + 4(Corpse Eater) Fear (20% chance)
Tomcat
VIP
Posts: 1353
Joined: Tue Feb 08, 2011 7:05 am
android_version: 7.0

Re: Dynamic lighting for caves/maps

Post by Tomcat »

The lighting idea has been brought up before, and I like the idea. The older discussions (e.g. search for ”line of sight”) happened before the tile-darkening method was available, so I think now is a good time to renew the conversation.
Norbert
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6
Sarumar
VIP
Posts: 3275
Joined: Sat May 07, 2011 4:36 pm
android_version: 4.1 - Jellybean
Location: www.hel.fi

Re: Dynamic lighting for caves/maps

Post by Sarumar »

Tomcat wrote:The lighting idea has been brought up before, and I like the idea. The older discussions (e.g. search for ”line of sight”) happened before the tile-darkening method was available, so I think now is a good time to renew the conversation.
Yes indeed, it is nice that some of the "old ideas" are suggested again and again and again ... by the newbies of the forum. It tells to us that those ideas are wanded ones ;)

Im fan of the idea of torch... and the monsters of night :twisted:
Sarumar
..dansing left foot polka with Hirathil

Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1
Pyrizzle
VIP
Posts: 6435
Joined: Sat Jun 25, 2011 1:00 am
android_version: 6.0 - Marshmallow
Location: Fire Nation HQ

Re: Dynamic lighting for caves/maps

Post by Pyrizzle »

I think the addition of Torches and other light sources would be a great addition to the game.
---------------------------------------------------------------------------------------

Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

---------------------------------------------------------------------------------------
Thystonius
Posts: 490
Joined: Thu Jul 19, 2012 11:49 am
android_version: 2.3 - Gingerbread
Location: Netherlands (ikbendebob {at} yahoo {dot} com)
Contact:

Re: Dynamic lighting for caves/maps

Post by Thystonius »

Pyrizzle wrote:I think the addition of Torches and other light sources would be a great addition to the game.
+1 and also +1 to monsters appearing at day or at night only, makes more sense for undead :-)
Lvl 74|XP 7,280,442|€ 364,324|2013.08.27
HP 229|AC 238%|AD 46-55|AP 3|ECC 25%|CM 3.0|BC 140%|DR 10|SR
RoLS 2|ElyR 1|RoL 0|ChaR 0|GoLF 1|ShaF 1|SRoV 0|VSH 0|WMC 0|GoW 0
WA 1|HH 1|Clv 1|BS 5|CS 2|CE 1|IF 5|Reg 1|DPS 1|DP 1|SP 2|LAP 1
User avatar
nyktos
VIP
Posts: 3463
Joined: Wed Sep 14, 2011 5:38 pm
android_version: 7.1 - Nougat
Location: Nor City, Dhayavar

Re: Dynamic lighting for caves/maps

Post by nyktos »

im stunned that none of the other devs have "spilled the beans" yet...

Oskar coded a light filter a few versions back & we just haven't gotten around to doing anything with it yet.

right now, we can make the entire map appear brighter or darker...

something like - you walk into the snake cave & it's a few shades darker than it used to be
(because you're in a cave)

or mabe - in the icy snow areas... the area can appear extremely bright
(because of the sun reflecting off the white)

the first steps, obviously, will be baby steps...
but hey - patience is the name of the game here.

:shock:

oops - LEAK!!!

:lol: :lol: :lol:
"Embrace the Shadow"

Image

[Lv: 60] [HP: 175] [AC: 361] [AD: 25-39] [BC: 75]
[Dual Wielding Swords] [Unarmored Fighting]
Tomcat
VIP
Posts: 1353
Joined: Tue Feb 08, 2011 7:05 am
android_version: 7.0

Re: Dynamic lighting for caves/maps

Post by Tomcat »

nyktos wrote: im stunned that none of the other devs have "spilled the beans" yet...

Oskar coded a light filter a few versions back & we just haven't gotten around to doing anything with it yet.

right now, we can make the entire map appear brighter or darker...

something like - you walk into the snake cave & it's a few shades darker than it used to be
(because you're in a cave)

or mabe - in the icy snow areas... the area can appear extremely bright
(because of the sun reflecting off the white)

the first steps, obviously, will be baby steps...
but hey - patience is the name of the game here.

:shock:

oops - LEAK!!!

:lol: :lol: :lol:
Isn't that what is used in the dragon cave to dim it? Is that a command added to the tmx file?
Norbert
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
Skills: CS:2 IF:2 Ev:3 Rg:1 DgPro:1 1HPro:2 LtAPro:2 FS-DW:2 Sp-DW:1
Equip: FP BSS JoF RoP PRoB SrpHbk GoLF EnhCH EnhCB
Other: DotSP VD GoW FB TG RoD+6 Oegyth:6
User avatar
Antison
Posts: 5804
Joined: Mon Mar 28, 2011 11:33 pm
android_version: 14 - Android 14
Location: A home without a beagle is just a house

Re: Dynamic lighting for caves/maps

Post by Antison »

I'm still hoping and praying that Oskar changes his mind and introduces day, night cycles. This dynamic light would work outstandingly well in this implementation.
"A home without a beagle is just a house"
red hatter
Posts: 43
Joined: Thu Aug 08, 2013 8:40 pm
android_version: 2.3 - Gingerbread

Re: Dynamic lighting for caves/maps

Post by red hatter »

Static light from a static torch could be implemented with semi-transparent black/dark tiles, that make an oval of several tiles width and height. Objects in the light of the torch and lack of shading will limit the use of tiles, unless one makes a lot of custom tiles for each object depending on their postions relative to the light of the torch. Maybe only four shade-for-objects tiles, for four directions, will cover several objects with acceptable shading. Shadows on the player will also be off.
User avatar
sorrow
Posts: 1898
Joined: Sun Apr 21, 2013 2:32 pm
android_version: 2.3 - Gingerbread
Location: the land of the devil dogs

Re: Dynamic lighting for caves/maps

Post by sorrow »

I would like to see day and night in that game as well. I think it would.be cool to see an NPC walking around lighting torches in every town

Sorrow
Lvl:80 XP:9214038 Gold:1mil Hp:243 AC:301 Ad:28-49 Ch:21 Cm:2.0 Ecc:15 BC:148 Dr:3

skills:
WA:2. HH:2. CS:2. TH:2 QL:2 IF:2 REG:2 MF:5 DBS:1 2HSP:1 LAP:2 HAP:1 SREG:1
L/E
CHAR:1 ROLS:1 ELYR:1 GOLF:1 SHAF: 1
Post Reply