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Reflective eyes for increased suspense. #22687
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this is awesome. should be a chance of appearing though, i agree. that way you get a flick of them in your vision, then if it's hostile you'll get another slightly closer, and closer... |
Height would potentially need to be considered, as glowing red eyes from a canine-like creature compared to say chickens walkers and hulk-type enemies. Potentially extend to combat system similarly to how size affects combat like in D&D 5E. |
This idea sounds awesome! How would it work with Shade zombies? In the case of Chicken Walkers, they glow in the dark anyway, so a glowy eyes mechanic would never trigger for them. |
I don't see how it would, since you can't see the environment around the creature, it becomes nearly impossible to determine anything about size, elevation, distance etc.
Shade zombies, being |
I see, it's not about size, but gait, i.e. how the eyes move. I don't anticipate adding that in the initial version though, particularly since the different types then need different symbols, and a lot of thought needs to go into what the different groups are. |
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Now that we have bodytypes defined, that may give us the gait info you were talking about here, for example bird: Two small points of light dart about. |
Revisiting this, I don't find the gait thing convincing. Maybe they're moving, maybe they aren't, maybe they're moving smoothly, darting about, etc. At the end of the day you'd have a bunch of situational descriptors that don't tell you anything because most of them apply to many different monsters. |
Thought about this when driving at night, when the player is carrying a light source at night and a monster with night vision looks at the player, the monsters eyes can reflect the light back at the player. This will reveal that a monster is present, but not the kind of monster. We can also add other reflective objects with a similar effect.
Implementation wise, this would be a check somewhere in either the creature::sees() method or the drawing code that if the creature isn't visible normally, it checks for the reflective eyes tag and a suitable light source, and if both are found the game draws a pair of eyes instead of darkness.
Potential features:
A chance of eye visibility each turn rather than determinism.
This could be random or based on creature attitude.
Keyword for easier finding: Eyeshine
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