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Flashlight (& dynamic lighting)

Posted: Sat Dec 26, 2020 5:07 am
by Bratish
Since I'm a fan of Doom 3, I would like to have a flashlight in Jameson Door, which slightly simplified the gameplay by lighting dark places (the very fact that there will be a flashlight in the game should imply the implementation of dynamic lighting in the engine).

The flashlight will be of two types - one is ordinary, shines with a beam, the second is larger, illuminates the entire area around the player. Below is a rough (there is nothing to be done) diagram of how I see the lighting area of ​​the flashlight.

Image

The blue semicircle is the small flashlight, the red ellipse is the large flashlight. I hope, based on this illustration, it became more or less clear to you ...

Of these parameters, it should be true that with a small flashlight, opponents hiding behind will not be active (if they have not yet "noticed" the player), but with a large flashlight there will be a chance to "wake up" those hiding in the darkness.

In general, the point is clear - the engine needs to support dynamic lighting for features like my flashlight project to be possible.

Re: Flashlight (& dynamic lighting)

Posted: Sat Dec 26, 2020 8:06 am
by aganjar194
Bratish wrote: Sat Dec 26, 2020 5:07 am Since I'm a fan of Doom 3, I would like to have a flashlight in Jameson Door, which slightly simplified the gameplay by lighting dark places (the very fact that there will be a flashlight in the game should imply the implementation of dynamic lighting in the engine).

The flashlight will be of two types - one is ordinary, shines with a beam, the second is larger, illuminates the entire area around the player. Below is a rough (there is nothing to be done) diagram of how I see the lighting area of ​​the flashlight.

Image

The blue semicircle is the small flashlight, the red ellipse is the large flashlight. I hope, based on this illustration, it became more or less clear to you ...

Of these parameters, it should be true that with a small flashlight, opponents hiding behind will not be active (if they have not yet "noticed" the player), but with a large flashlight there will be a chance to "wake up" those hiding in the darkness.

In general, the point is clear - the engine needs to support dynamic lighting for features like my flashlight project to be possible.
Damn... A flashlight that cannot be used with a weapon is not a feature, but one of the main problems of vanilla Doom 3. It would be much better to do it like in Doom 3 BFG Edition, where the flashlight worked simultaneously with the weapon, but was discharged... And then it already smacks of mockery, you know...

P.S. Oh yeah, this diagram - sucks.

Re: Flashlight (& dynamic lighting)

Posted: Sat Dec 26, 2020 10:57 am
by vadbor
Bratish wrote: Sat Dec 26, 2020 5:07 am Since I'm a fan of Doom 3, I would like to have a flashlight in Jameson Door, which slightly simplified the gameplay by lighting dark places (the very fact that there will be a flashlight in the game should imply the implementation of dynamic lighting in the engine).

The flashlight will be of two types - one is ordinary, shines with a beam, the second is larger, illuminates the entire area around the player. Below is a rough (there is nothing to be done) diagram of how I see the lighting area of ​​the flashlight.

Image

The blue semicircle is the small flashlight, the red ellipse is the large flashlight. I hope, based on this illustration, it became more or less clear to you ...

Of these parameters, it should be true that with a small flashlight, opponents hiding behind will not be active (if they have not yet "noticed" the player), but with a large flashlight there will be a chance to "wake up" those hiding in the darkness.

In general, the point is clear - the engine needs to support dynamic lighting for features like my flashlight project to be possible.
The diagram is kind of strange. According to it, it turns out that the center of the circle is on the outstretched right hand of the character, and since, in theory, the straight line of the lantern goes exactly along it, this does not coincide slightly with the line of sight (that is, the light will be shifted to the right relative to the player's gaze). And coupled with an inconvenient strategy (either shoot or light), it all turns into some kind of horror :x

Re: Flashlight (& dynamic lighting)

Posted: Sat Dec 26, 2020 11:41 am
by frunggle
Huh, first a flashlight from Doom 3, then a mount from Half Life, and then a cat muffler for a shotgun from Postal... Dude, do you want to make a serious project or a trash game? Decide already!

Re: Flashlight (& dynamic lighting)

Posted: Sun Dec 27, 2020 4:05 am
by xizer
frunggle wrote: Sat Dec 26, 2020 11:41 am Huh, first a flashlight from Doom 3, then a mount from Half Life, and then a cat muffler for a shotgun from Postal... Dude, do you want to make a serious project or a trash game? Decide already!
Hmm... In my opinion, a flashlight in a game with elements of horror is a normal thing. True, his implementation is somewhat strange, but oh well. I don't see any major problems with this idea.