Foggy rooms (FogVolumes) - knee-level version and full height version (Volumetric fog (wait for Godot 4 or https://github.com/SIsilicon/Godot-Volumetrics-Plugin (super laggy) or https://www.youtube.com/watch?v=VzLoEfTDM2c in 1.5x1.5x0.5m tiles or based on room rect, filling random rooms) - can be close to ground or total for different looks; heavy fog leads to light-sources lasting half the time?)
dust floating in air like Maid of Sker that can make you cough and also Black flecks in the darkness simulating sickness like Pathologic https://www.youtube.com/watch?v=yxfd7fDKUMM
OTHER IDEAS
Maybe based on how much the room is used. Prefer cobwebs in unlit rooms and unused rooms, for instance.
random winds should blow candles periodically, sometimes with enough force to blow candle out
Very hot, charred, smell of sulfur - light-sources last twice as long, metal armor hinders
and if you make the bounding box for each big enough, like 3x3 tiles, they can move around a bit
before getting culled
To not go through walls:
That depends on the process material
we can do stuff with movement
and theoretically, we can bounce them, or respawn them, if they go out of bounds
the bounding box is used only for actual culling, like frustum culling
so if the bounding box isn't on screen, the particles aren't drawn, even if they would be visible
We're going to generate the Area procedurally.
Also will use it for #179
Maybe have them attached to origin of floor tiles? in suitable rooms? Might be easiest
START WITH
OTHER IDEAS
Maybe based on how much the room is used. Prefer cobwebs in unlit rooms and unused rooms, for instance.
322 ala VotE
and if you make the bounding box for each big enough, like 3x3 tiles, they can move around a bit before getting culled To not go through walls: That depends on the process material we can do stuff with movement and theoretically, we can bounce them, or respawn them, if they go out of bounds the bounding box is used only for actual culling, like frustum culling so if the bounding box isn't on screen, the particles aren't drawn, even if they would be visible
We're going to generate the Area procedurally. Also will use it for #179
Maybe have them attached to origin of floor tiles? in suitable rooms? Might be easiest