Topic: Walking in the Pitch Dark?  (Read 11567 times)


critterdust

« on: May 26, 2025, 12:40:03 PM »
As it is, I find it's relatively easy to ignore walking around in the pitch dark, given my permanently perfect memory of absolutely everything around me. by Pitch dark i mean the relatively rare state of total absolute darkness- in which case you are only able to see literally on your own square and nowhere else. in most cases, outside of caves, seeing outside

Now, naturally, the game is far better with that permanent memory in place, but especially now that we have our lovely little shingles, how about we make darkness slightly more troublesome?

Here is what I suggest: when walking around in pitch darkness the character has a 25% chance to be forced to take a step in a random direction- reduced by eyesight and touch stat, with a text description like "you stumble". for most purposes, stumbling around in the dark in places we remember well is perfectly fine but possibly a tiny bit annoying. however, stumbling into water, off cliffs, or into traps could be very troublesome or even downright dangerous at times. a careful finn will bring a torch or shingle when stumbling around the pitch blackness near cliffs, caves, and water in the winter.

Plotinus

« Reply #1 on: May 26, 2025, 09:11:36 PM »
I like this suggestion. Also manouvering a water craft in the pitch dark on cloudy nights should lead you off course

Bert Preast

« Reply #2 on: May 27, 2025, 03:28:03 PM »
Not sure about the going off course, but walking speed in the pitch dark should be reduced; as you have to 'ghost walk', that is raising the feet high to avoid tripping, and waving a hand in front of the face to avoid taking a branch to the eye when in woodland.  The easy way to do it would be to force the player into hiding mode while in pitch darkness.

Going off course would see me, and I am sure many others, as victims of our own traps  :D

 

anything