• Sanctus@anarchist.nexus
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    8 days ago

    You just dont have to do that? You can change the lighting so it is more informative for a stealth game rather than have it be realismmaxxed for no reason.

    • Encrypt-Keeper@lemmy.world
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      8 days ago

      Yeah a big trend right now is indie games made with what is basically PS1 graphics. Having more tools for better graphics and lighting does not at all mean you have to make your game look a certain way.

      • YellowParenti@lemmy.wtf
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        8 days ago

        I love the look of cel shading. Make a stylistic art choice. Hell, make it pixelated. Idc of i can count the stitching on the clothes.

    • binarytobis@lemmy.world
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      8 days ago

      Honestly games focus so much on unimportant nonsense to keep the feeling of realism, then you clip through a wall and see your character’s teeth from the inside.

    • VindictiveJudge@lemmy.world
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      8 days ago

      Or make lighting less of a factor in detection. Line of sight only worked just fine for Dishonored, and Assassin’s Creed used to have a fantastic social stealth system.

      • RightHandOfIkaros@lemmy.world
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        8 days ago

        No. Light was like, the primary stealth mechanic of Splinter Cell games. Well, the good ones anyway. The HUD literally has a Light Meter on it to tell you how detectable you are.

        Thats like saying “Just make Sonic slower.” Its literally the main mechanic of the game.

        • teft@piefed.social
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          7 days ago

          I totally forgot about the light meter but why wouldn’t that work in a newer game? Just habe normal lighting but with a light meter so you can tell if you’re hidden or not. BG3 lets you know if you’re fully lit, half hidden, or fully in shadow so i don’t see why that can’t be expanded to a more fleshed out system.

          • RightHandOfIkaros@lemmy.world
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            7 days ago

            It could. But modern developer:

            A: need to change stuff just for the sake of changing it for job security (look, you need to keep me as a ux designer on the project because the old UI is outdated and old)

            B: new developers dont like UI elements on the gameplay screen

            Now, I will tell you that a UI element for a light meter would work perfectly fine and actually be preferred. I would also tell you that MGSV looked phenomenal for the time it came out, and still looks pretty good, and I dont have much of a problem with stealth or sneaking in that game. Now, it is less reliant on light and shadow for its stealth detection than Splinter Cell, but its not out of the realm of possibility that it could be done decently easily. Just use the data from game engine light probes and any baked shadow maps and its fine.

            But nah, we gotta overcomplicate it by using dynamic lighting for statically lit levels because that is the easiest method of lighting a level without changing any default options.