Tiles lighting rework


Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.

Do you like the new lighting model?

Looks great!
14
78%
Meh
2
11%
Looks dreadful!
2
11%
 
Total votes : 18

Lair Larrikin

Posts: 19

Joined: Tuesday, 21st January 2014, 09:05

Post Friday, 11th September 2015, 21:07

Tiles lighting rework

I've been working on a tiles lighting rework for the last week or so with the aim of making the lighting in crawl a bit more dynamic. I've pretty much got it to a point where it's good for a first release at least, so the devs asked me to get some player feedback while they set up an experimental branch.

Main differences my changes make:
* Tile lighting slightly blends from one tile to adjacent tiles (most noticeable with LOS transitions)
* Tiles close to you are slightly lightened
* Halos and umbras overlap slightly
* Lava will light adjacent tiles slightly
* Hybrid mode looks a bit cooler ;)

Some ways this could be expanded further without too much effort:
* Wall torches give off light
* Branch specific lighting
* Spell lighting


Some examples:
Spoiler: show
Dungeon:
Image

Shoals:
Image

Volcano + halo + Dithmenos umbra + orb glow:
Image

Hybrid:
Image


The blending effect can be controlled with an rcfile option, so can be disabled if a player doesn't like, or equally can be increased to smooth out the transition further. I've tried to keep a good balance of being able to tell if a tile is in LOS or not, while still being able to keep a relatively smooth lighting transition.

So, what do you all think?

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Ziggurat Zagger

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Post Friday, 11th September 2015, 22:06

Re: Tiles lighting rework

I for one like the way that looks a lot.
Spoiler: show
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Ziggurat Zagger

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Post Friday, 11th September 2015, 22:44

Re: Tiles lighting rework

Yeah, I'll be looking forward to the next time I'll get a Dith worshipper with the Orb to a rendezvous with an Angel in a Volcano :)
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Tomb Titivator

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Post Friday, 11th September 2015, 23:11

Re: Tiles lighting rework

I think it mostly looks OK, but it's hard to know without playing it and seeing how it looks "in motion".

One weird thing is that the light of walls that are in LOS brightens even the side that is blocked from LOS in a counter-intuitive way -- in your first screenshot, the light on the wall segment to the left of the rat seems to wrap all the way around to the unseen side -- while at the same time, out-of-LOS tiles spill over their shadows in a way that creates a chunky offset in the blending pattern (most obvious in the Shoals screenshot). I think it would look more natural if walls edges had a hard boundary with out-of-LOS and unexplored tiles, while edges bordering open spaces (floor, water, lava, features) used the blending effect.
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Shoals Surfer

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Joined: Wednesday, 15th August 2012, 07:13

Post Sunday, 13th September 2015, 03:25

Re: Tiles lighting rework

It looks really nice in ascii, reminds me of Brogue
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Blades Runner

Posts: 546

Joined: Saturday, 7th May 2011, 02:43

Post Sunday, 13th September 2015, 12:21

Re: Tiles lighting rework

Interesting. But these screenshots are all webtiles, how does normal offline tiles look? (this is necessary to inform my vote, as I don't want to promote further differences between webtiles and offline)

And I guess while I'm asking, is console affected at all? (I wouldn't think so, but I can also think of a few things that could be done with lighting code in console -- drawing lit tiles in bold, for example.)

Lair Larrikin

Posts: 19

Joined: Tuesday, 21st January 2014, 09:05

Post Sunday, 13th September 2015, 12:49

Re: Tiles lighting rework

Offline tiles has the same effect, and there's no changes to console.
I changed the blending slightly yesterday so non-opaque tiles don't blend into opaque tiles, which I think looks a bit more natural (see the walls closest to my character):
Image

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Blades Runner

Posts: 546

Joined: Saturday, 7th May 2011, 02:43

Post Monday, 14th September 2015, 00:45

Re: Tiles lighting rework

With that change, it's looking a lot better; you've got my vote.
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Barkeep

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Joined: Tuesday, 11th January 2011, 12:28

Post Monday, 14th September 2015, 14:27

Re: Tiles lighting rework

I play console but damn, that looks really great. Honestly, the tiles art in Crawl is generally really good.
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Vaults Vanquisher

Posts: 428

Joined: Friday, 17th December 2010, 22:07

Post Monday, 14th September 2015, 17:22

Re: Tiles lighting rework

How does one enable the hybrid mode in the webtiles UI? That looks incredible?

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Lair Larrikin

Posts: 19

Joined: Tuesday, 21st January 2014, 09:05

Post Monday, 14th September 2015, 18:03

Re: Tiles lighting rework

Moose wrote:How does one enable the hybrid mode in the webtiles UI? That looks incredible?


There's a tile_display_mode rc option that can be set to tiles, hybrid, or glyphs.

Sar

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Ziggurat Zagger

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Joined: Friday, 6th July 2012, 12:48

Post Tuesday, 15th September 2015, 07:11

Re: Tiles lighting rework

My problem with that would be that it looks like there is some mechanic behind this, but there is none.

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