Making it Properly Dark (dungeon)

Post » Sun Nov 18, 2012 1:44 pm

Ahoy,

Currently working on a dungeon and wanted to replicate one of the old school dungeon tricks by setting an area up with impermeable darkness (forcing the player to wander. in the dark) and while I have figured that part out I am left with two issues.

1. In old games when you are in a dark section you generally find your way about by slamming yourself into walls causing your character to *UGH* every time they hit a wall. In skyrim however, even if you run into a wall your character continues to run forward, so they may think they are making forward progress when all they are doing is slamming their head into a wall

2. The local map, in old games when in a dark area the map (if there is a map in the game) simply darkened out the area. The local map in Skyrim on the other hand displays everything (damn helpful map... though still gets confused by complicated dungeons.)

So any ideas as how to fix these two issues?
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Isaac Saetern
 
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Post » Sun Nov 18, 2012 2:40 pm

2. The local map, in old games when in a dark area the map (if there is a map in the game) simply darkened out the area. The local map in Skyrim on the other hand displays everything (damn helpful map... though still gets confused by complicated dungeons.)
you can basically set any reference in your cell to show on the automap or not in it's reference tab.
doing this for every single one might not be the most effective way, but best i can think of at the moment :-)
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Pants
 
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Post » Sun Nov 18, 2012 12:45 pm

you can basically set any reference in your cell to show on the automap or not in it's reference tab.
doing this for every single one might not be the most effective way, but best i can think of at the moment :-)

that works perfectly actually, thanks much (how did I not see that >.<)

As for stopping people from running into walls, think I will make the room *just* bright enough to see walls if you are pressed against them, but never the floor/ceiling
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Mariana
 
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Post » Sun Nov 18, 2012 3:47 pm

As for stopping people from running into walls, think I will make the room *just* bright enough to see walls if you are pressed against them, but never the floor/ceiling
if this was for ONE wall to stop you when bumping into it, i'd say make an activator alongside that wall, and ontrigger, you could check if pc is a) moving and b heading about the direction of the wall and if, play some script trickery on him, like pushing, a short paralyze spell, an ouch-sound or whatever :-) - but for ALL the walls in a dungeon, this would be insane i'm afraid


...why in all the hell does the forum software turn a b followed by an ) into a B) ????????
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SWagg KId
 
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Post » Sun Nov 18, 2012 4:20 pm

It's funny that the local maps in skyrim are more helpful than any previous games, yet the dungeons are more linear. I don't think I've ever really used the local map, haha.
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gemma
 
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