Ive talked to Gavin on this one and he encourage me to write about it on this mods topic.
This idea for MOD that makes dungeon ambient light quite dark (almost pitch black) and just rely on dungeon light elements (torches, lamps, -dimmed- self light) for light. This way dungeon crawling would give you experience of much more intense,uncertainty and horror...well for some players at least. I just think that dark experience MOD would be quite interesting for certain gameplay. (this also can be applied to nights -to make night time much more darker -that way moonlight would be much more prominent)
DARK DUNGEONS
- Interkarma
- Posts: 7247
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Re: DARK DUNGEONS
For anyone interested in creating this mod, it should be very simple to produce. This is roughly all that's needed:
You'd just need to execute this code from somewhere (e.g. capture an event, stick it on a component in the scene). You'd likely only need a single short .cs file to your mod package.
Code: Select all
GameObject playerObject = GameManager.Instance.PlayerObject;
PlayerAmbientLight playerAmbientLight = playerObject.GetComponent<PlayerAmbientLight>();
playerAmbientLight.DungeonAmbientLight = Color.black;
- pango
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Re: DARK DUNGEONS
Most of this has been implemented already; It has some visual/atmospheric impacts, light items management...
Maybe it could also be made more tactical; When player light is enabled:
- if you carry around some light source, you're more likely to be spotted from afar by monsters and NPCs;
- but conversely, if you have no light source and stand in shadows, enemies (except undeads) may not spot you immediately, specially from a distance.
Ideally you could use tactics like luring some monsters, douse your light and enter some room, and watch them pass by...
Maybe it could also be made more tactical; When player light is enabled:
- if you carry around some light source, you're more likely to be spotted from afar by monsters and NPCs;
- but conversely, if you have no light source and stand in shadows, enemies (except undeads) may not spot you immediately, specially from a distance.
Ideally you could use tactics like luring some monsters, douse your light and enter some room, and watch them pass by...
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- mikeprichard
- Posts: 1037
- Joined: Sun Feb 19, 2017 6:49 pm
Re: DARK DUNGEONS
This would be amazing. The stealth gameplay aspects of Daggerfall definitely need some love.pango wrote: ↑Sun Jan 06, 2019 4:20 pm Maybe it could also be made more tactical; When player light is enabled:
- if you carry around some light source, you're more likely to be spotted from afar by monsters and NPCs;
- but conversely, if you have no light source and stand in shadows, enemies (except undeads) may not spot you immediately, specially from a distance.
Ideally you could use tactics like luring some monsters, douse your light and enter some room, and watch them pass by...