For what it's worth (almost certainly nothing), when I was actively trying to write an adventure game, both in assembler and Inform6/PunyInform, I had several goes at implementing variable light levels because I felt the full light to absolute dark transition was unrealistic. I'm not sure why I was bothered about realism in a game about a toy duck but there you go. As an aside, I also had four light levels, plus absolute darkness. I was never entirely satisfied with any of my implementations although the implementation in release 2 was, in my opinion, the least terrible. In the end all I did was add constraints on required light level to key actions for a few objects, such as (spoiler alert) not being able to see the sewing needle in the cavern in less than full light. The player could do most things in dim light and that sort of seemed reasonable.
Jeremy
Jeremy
Statistics: Posted by EdwardianDuck — Sun Mar 03, 2024 1:10 pm