We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/

TRUE darkness has never been tried! And maybe that's a good thing?

For discussing role-playing video games, you know, the ones with combat.
Ignore Topic
User avatar
rusty_shackleford
Site Admin
Posts: 46462
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

logincrash wrote: ↑ June 24th, 2025, 16:49
Darkness isn't fun because you don't have the majority of other senses (other than sound) that would compensate for the loss of sight. You can't carefully feel your way around and you just end up ******* up, falling down, running into walls, etc. That's not fun at all.
I brought this up in the gamepad discussion thread and nobody cared, but this would be a good use of modern gamepads. Haptic feedback is really good now, and I have some budget chinktroller.
ghosts of tsushima used it for when you were near certain items, the controller would vibrate very slightly in the direction of the item, without the controller it has to use visual feedback which imo ruined what they were going for with it
Thank you for your attention to this matter!
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection
User avatar
logincrash
The Music Man
Posts: 6174
Joined: Sep 3, '23
Location: Niger

Geolocation

Adventurer's Guild

Post by logincrash »

rusty_shackleford wrote: ↑ June 25th, 2025, 08:15
logincrash wrote: ↑ June 24th, 2025, 16:49
Darkness isn't fun because you don't have the majority of other senses (other than sound) that would compensate for the loss of sight. You can't carefully feel your way around and you just end up ******* up, falling down, running into walls, etc. That's not fun at all.
I brought this up in the gamepad discussion thread and nobody cared, but this would be a good use of modern gamepads. Haptic feedback is really good now, and I have some budget chinktroller.
ghosts of tsushima used it for when you were near certain items, the controller would vibrate very slightly in the direction of the item, without the controller it has to use visual feedback which imo ruined what they were going for with it
Yeah, I played some racing game on my brother-in-law's PS5 and the controller would vibrate when you went off-road, getting stronger and stronger the rougher the terrain got.
"Oh, it all makes sense now, brother."
User avatar
Norfleet
Posts: 2856
Joined: Jun 3, '23

Geolocation

Post by Norfleet »

Element wrote: ↑ June 25th, 2025, 08:11
Couldn't that be fixed with a simple screenspace shader though? Something like ssao, but emitting a very faint glow instead.
I don't know what an ssao is, but yes, that'd be under "night vision mode". It wouldn't look the same, though. It'd be very weird and unnatural because that's, well, nothing like how it looks in reality. There really isn't an English word for that kind of blackred color, and monitors are, obviously, physically incapable of producing it. It'd just be a way of effectively compromising "darkness".
User avatar
Element
Posts: 1167
Joined: Jul 23, '23

Geolocation

Adventurer's Guild

Post by Element »

Norfleet wrote: ↑ June 25th, 2025, 08:27
Element wrote: ↑ June 25th, 2025, 08:11
Couldn't that be fixed with a simple screenspace shader though? Something like ssao, but emitting a very faint glow instead.
I don't know what an ssao is, but yes, that'd be under "night vision mode". It wouldn't look the same, though. It'd be very weird and unnatural because that's, well, nothing like how it looks in reality. There really isn't an English word for that kind of blackred color, and monitors are, obviously, physically incapable of producing it. It'd just be a way of effectively compromising "darkness".
Screenspace ambient occlusion.

It's an interesting problem to crack for a real artist (not of the artstation variety) - how to make an aesthetically appealing shader that will lend the eye enough information on the geometry of the terrain around you, and yet avoid the well trodden approaches of outlines or simply a dim light.
User avatar
Norfleet
Posts: 2856
Joined: Jun 3, '23

Geolocation

Post by Norfleet »

Element wrote: ↑ June 25th, 2025, 09:28
Screenspace ambient occlusion.
Yeah, that's just a mouthful of meaningless buzzwords. What's that mean in ENGLISH?
Element wrote: ↑ June 25th, 2025, 09:28
It's an interesting problem to crack for a real artist (not of the artstation variety) - how to make an aesthetically appealing shader that will lend the eye enough information on the geometry of the terrain around you, and yet avoid the well trodden approaches of outlines or simply a dim light.
To be fair, "outlines of dim light" is essentially how it works in the real world: You see the near-infrared shapes of things.

It looks sorta like this:
Image

Only when seen by humans and not mapped to a camera, it's not really a black-and-white image, but rather, a blackred-on-black, so it's very dim and normally gets entirely drowned out by much brighter visible light. But when you're adapted to pitch blackness, you start to see it more clearly, and if you're accustomed to living in darkness, you're used to seeing the world this way.

Interesting fact: Many common clothing materials are transparent to NIR so people appear naked when seen in NIR-conditions. This would probably be much nicer if Eloi weren't so **** unattractive.
User avatar
logincrash
The Music Man
Posts: 6174
Joined: Sep 3, '23
Location: Niger

Geolocation

Adventurer's Guild

Post by logincrash »

Norfleet wrote: ↑ June 25th, 2025, 09:52
Element wrote: ↑ June 25th, 2025, 09:28
Screenspace ambient occlusion.
Yeah, that's just a mouthful of meaningless buzzwords. What's that mean in ENGLISH?
Shadows within shadows.
ssao.jpg
You do not have the required permissions to view the files attached to this post.
"Oh, it all makes sense now, brother."
User avatar
Norfleet
Posts: 2856
Joined: Jun 3, '23

Geolocation

Post by Norfleet »

logincrash wrote: ↑ June 25th, 2025, 09:55
Shadows within shadows.
GRAPHICS, SCHMAPHICS! FORSOOTH!
User avatar
A Chinese opium den
Posts: 3047
Joined: Dec 6, '23

Geolocation

Post by A Chinese opium den »

Norfleet wrote: ↑ June 25th, 2025, 09:52
Interesting fact: Many common clothing materials are transparent to NIR so people appear naked when seen in NIR-conditions. This would probably be much nicer if Eloi weren't so **** unattractive.
Aren't you married to the ogre from shrek?
User avatar
Norfleet
Posts: 2856
Joined: Jun 3, '23

Geolocation

Post by Norfleet »

A Chinese opium den wrote: ↑ June 25th, 2025, 10:06
Aren't you married to the ogre from shrek?
No, but I live in the US. Amerifats are terribly unattractive creatures. It is fortunate that Eloi are so terrified of the dark that I would never have to see them under these conditions.
Last edited by Norfleet on June 25th, 2025, 10:08, edited 1 time in total.
User avatar
DDC
Posts: 339
Joined: Feb 3, '24

Geolocation

Post by DDC »

The original Dragon Warrior has True Darkness. If you run out of torches in a dungeon you just have to bang around into walls and hope you get out before attrition from random battles kills you. Me and my best friend got lost that way in one of the midgame dungeons after killing the boss or getting the macguffin or whatever and it was a huge rush actually making it out. That was back in the day when JRPGs were brand new and we didn't have a clue what we were doing but had gotten the game free from Nintendo Power.
Solidus Snake Did Nothing Wrong
User avatar
Finarfin
Connoisseur of Slop
Posts: 5182
Joined: May 20, '24
Location: Tirion upon TΓΊna

Geolocation

Adventurer's Guild

Post by Finarfin »

Vergil wrote: ↑ June 24th, 2025, 17:22
Everyone who installed a total darkness nighttime mod for a Bethesda game never seemed to enjoy it and ended up doing all sorts of autistic exploits and bizarre little rituals to circumvent it.

Unless the game has special mechanics for night or time sensitive quests just making half of the game time an unplayable mess that you will stand in a corner and use a wait feature to fast forward to day is a ******** waste of time.
I'd say if one uses a mod like that, download a useable lantern mod, that tends to be nice, along with skies that are not just black voids all the time.
Steam code: 10514930
My Reviews:
El Matador RECOMMENDED
Dungeons of Sundaria NOT RECOMMENDED
VLADiK BRUTAL
RECOMMENDED
Ultimate Zombie Defense 2 INFORMATIONAL
Deathless: The Hero Quest RECOMMENDED
Door Kickers 2 RECOMMENDED
Folklands INFORMATIONAL
User avatar
tehdude27
Posts: 53
Joined: Mar 7, '25

Geolocation

Post by tehdude27 »

rusty_shackleford wrote: ↑ June 24th, 2025, 16:50
There's a zone in everquest that has high level undead mobs spawn at night, during the day it's a bunch of low level mobs. It being memorable enough to come to me when I was thinking about this must be worth something. Which isn't technically darkness but related to night time, I suppose.

Otherwise, I suspect a handful of roguelikes that are escaping me at the moment probably do this well.
A number of RPGs will change enough of the world and the enemies you encounter at night. The Witcher is well known for this.
Last edited by tehdude27 on July 1st, 2025, 13:11, edited 1 time in total.