Where to next with worldmap and new dungeon locations

Aug 29, 2016, 2:19 am
#51
Joined: Sep 22, 2008
Posts: 631
4zb4 wrote
The passive lighting is apparently set inside the source code rather than by script.

It did seem hardcoded in this case, thanks for the confirmation 4zb4. I can likely get around it for now with luminescent ground materials to fake daylight to a degree, but that obviously isn't a viable long term solution.

IMO sunlight colour doesn't need to change, so long as we assume there's only a single sun. A lot of the location aesthetic can already be handled via ground clutter, material choices and BackGroundType. Instead of touching sunlight colour, it might be better to instead implement a basic ambient colour filter. This'd allow for more flexibility in dungeon building in general instead of being limited to above-ground locations. A slight orange haze for caves in volcanoes, a pale yellow for a sweltering dusty desert, a bluish tinge for glazier caverns, a dark green touch for dense rainforests or so on. This is not to say I've mocked up the effect on a screenshot, so no guarantees I'm not just speaking out of my ass and it'd look like shit.
Aug 29, 2016, 4:39 am
#52
Joined: Sep 8, 2010
Occupation: Petty Functionary
Location: Drinking pea soup in the world map
Interests: Mangoes
Posts: 1,111
4zb4 wrote
I'm well aware that changing this to read the appropriate sunlight colours from each individual dungeon script file is going to be a huge pain in the ass but it will need to be done sooner or later.

Grah, sorry for my deplorable misleading statements. I forgot it was hard coded. You guys are right, it'll have to be made into a feature of the script engine, to make things more complete. I added a request on github. Hopefully I get a chance to do it by the Christmas release.
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