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| 13 Sep 2012 09:49 AM |
This suggestion is, basically, about giving each player their own lighting capabilities within game. If we had this, there could be light sources, items to improve vision, and other nice scriptable items. Here's an example: A player finds a bag of torches on the ground in the nearly pitch-black night and picks a burning one up. Suddenly the fog wanes a bit. The player exclaims "I can see now!" but the other players are confused because they can't see better at all yet.
I'd really like to see this come out because it would be great if we could make gear that would alter our own ambience and fog properties so we can see better. This would work great for games like darkness games or night games.
Thanks for all the feedback! I really appreciate it. |
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slmnemo
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| Joined: 24 Aug 2010 |
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| 13 Sep 2012 05:55 PM |
So basically locally sourced dynamic lighting?
Sounds laggy. |
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surge905
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| Joined: 04 Dec 2010 |
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| 13 Sep 2012 06:11 PM |
Support.
~I make my siggy as long as I want. It can be two lines. Or three.~ |
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Crazace
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| Joined: 06 Dec 2010 |
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| 13 Sep 2012 07:03 PM |
Locally sourced dynamic lighting. SUPPORT.
~Back on S&I~ |
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| 13 Sep 2012 09:15 PM |
Thanks for all the feedback. I'll bump this post to see what else I can get. Also, how would it lag, if it did at all?
Things like proximity, tools, scripts, and GUIs/activation would all compatible with the idea. |
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| 13 Sep 2012 09:16 PM |
Dynamic lighting in itself is a tricky thing to do without lag. Low end PCs may not be able to handle it.
Don't get me wrong, I love the idea of locally sourced lighting, but it just sounds like it could have a few problems. |
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surge905
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| Joined: 04 Dec 2010 |
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| 14 Sep 2012 12:02 PM |
| You should be able to disable it in Options. |
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mort90210
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| 14 Sep 2012 12:06 PM |
Support.
~Life is like a box of chocolates. Eating it will cause a short period of hyperactivity.~ |
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jr2670
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| Joined: 09 Sep 2011 |
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