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Lighting / darkness mechanics


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First off I'm enjoying playing the current build of the game. I've sunk about 30 hours in and I'm looking forward to future updates.

There is one thing however that has bugged me since the first couple of hours of the game. Why isn't lighting/darkness more of a game play mechanic?

By this I mean an actual graphical effect on screen where unlit areas are actually dark to the player. You guys handled this so well in Don't Starve that it feels weird not seeing it in ONI. Especially since the game takes place underground, in space.

I believe having light/dark areas actually appear that way to the player would add more atmosphere and add more to the game play. The starting area of any new world even includes a giant light source to get you started and as you dig away further away it would become clear that you need to manage your lighting.

Tunnelling in to new areas without a light source nearby would be potentially more dangerous. Choosing which areas to light and which to allow to be dark would effect game play too. Lighting is already tied in to the decor mechanic effecting stress so why not visually represent the stressful areas to the player. There would be more options in the power section of the tech tree.

I can see the cons in regards to base planning and searching out materials in the surrounding area.

It just really bothers me that all this awesome physics simulation is happening and lighting is a thing for dupes in the game, but it's not visually represented to the player. Right now I feel the game looks washed out. Again look at the atmosphere in Don't Starve or even Terraria.

Has anyone else thought this?

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2 minutes ago, Kruleworld said:

i've found in both terraria and starbound, the light requirement is a pain-in-the-backside for the entire game. in starbound i always wore the illuminated jumpsuit so i wouldn't have to worry about it.

Yes, and terraria does some how end up "blinding my eyes" 

Unfortunately I do not like starbound, the grind it's just too much...

I kinda like where the lightings are now, not up on headlights to get more power..

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I'm not sure I like the idea of having dark areas just be pitch-black for a "fog-of-war" effect, but I think lighting as a mechanic, which so far only affects duplicant stress and algae terrariums, could be expanded upon, like adding more life-forms which react differently to light and darkness. Maybe light could reduce the nutritional values of food by destroying vitamins? I'm also not sure if dupes currently react negatively to light when they're sleeping, which I would also like as a mechanic.

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I love the screenshot van_tarkin posted. That pretty much sums up what I imagined in my original post.

I can still see how it might hurt the strategic / planning aspect of the game but there's probably a compromising level of darkness above pitch black. Even if it was just the effect currently used for bed time.

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I agree with Swabbleman. Having it pitch black would be really annoying imo. Having to remember where materials are being one of the reasons. 

10 hours ago, Moggles said:

I can still see how it might hurt the strategic / planning aspect of the game but there's probably a compromising level of darkness above pitch black. Even if it was just the effect currently used for bed time.

But yeah as you mentioned, I'd be okay with a level of visibility where you can still kinda make out what's what. So it will mostly be there for atmosphere. 

perhaps have certain  areas be pitch black instead? but then you'd have to come with an explanation to why these areas are in the dark by adding a large amount of natural light sources like glowing mushroom/algae etc

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