Light sources are working well enough. I spawned 2000 various bugs with light sources at night.
I am optimizing as much as I can so when I add some spells, some nice sparklies won’t bog down the system. Now to start polishing for a release.
I only had to re-write the lighting algorithms 2 times since my post the other day. I am happy with it now.
I spent yesterday and today adding lighting to LOAW. Look at all the glowing bugs. It is amazing how much a person can get done when sick laying on the couch.
I added the lighting feature to items awhile back and just coded it into the rendering engine. Still tweaking it and want to make sure I can support about 100 lights on the screen. I figure someone someday might get the idea to hire 100 peasants and equip them all with torches and pitchforks. Hehe.
I’ll see if I can smooth out this feature and release it by next Saturday.
Here is a mockup of what I am working to achieve with the lighting engine.
The layering priority will be:
Light source (torch light) coloring of existing tiles.
Normal vision - Field of view
Darkvision - Blue field of view
Infravision - Purple field of view (maybe some day add coloring effects to represent heat).
Fog of war being that dark purple stuff
Black is unexplored area.
edit: Just wanted to make sure there was no confusion. This was drawn up using a screenshot from the game and GIMP 2.