ever39 / LocalFlashlight

github page of the lethal company mod with the same name as this repository
https://thunderstore.io/c/lethal-company/p/Command293/LocalFlashlight/
GNU General Public License v3.0
1 stars 0 forks source link

[Feature request] Recharge Method, Noisemakers, and Crew Upgrade #6

Open VioletXe opened 4 months ago

VioletXe commented 4 months ago

I have two requests for this mod, but they're just ideas. I already love how well put together this mod is in its current state, but seeing how this is a dedicated flashlight mod I was wondering if you could implement various recharge methods for Local Flashlights I haven't seen others try out.

Firstly, rather than an automatic recharge, I was wondering if Local Flashlights could use different ways to regenerate charge like a Dynamo Flashlight, Tattletail's shakable flashlight, or even one that only activates if the facility has power.

Various noisemaker systems would also be pretty funny around dogs, like if it beeped when it was fully recharged and alerted the dog to your presence.

Lastly, while the mod is well built, It sort of steps on the toes of the initial 2 flashlights. Would it be possible to make this a "crew upgrade" we have to work towards with a configurable price? We're always in need of more things to purchase and there aren't many legitimate upgrades outside of Late Game Upgrades.

ever39 commented 4 months ago

i implemented most of the ideas here in the update (besides the last one, although i might also implement it as a feature in a future update), and i hope the recharge methods are fun to use (and also the noisemaker system)

VioletXe commented 4 months ago

Thanks! The new flashlights are incredible to play with, mod is a keeper for my pack now. My personal favorite is the shaking recharge. The audio for winding the Dynamo feels like it cuts off too abruptly. The persistent low humming from Amnesia sells it for me which the current audio system seems to lack.

Also, I don't know if it's possible, but there's a feature I forgot to mention in the initial post. Currently the mod Dimming Flashlights doesn't work with Local Flashlights which is my only real fault with it. I love this mod though, 11/10 still. Getting players to manage flashlight charge increased trap and monster deaths in a much fairer way then just spiking the difficulty.

ever39 commented 3 months ago

oh yeah small question, what do you mean by the persistent low humming from Amnesia? i know that its also a horror game, but i've never played it so i have no idea what you're referring to. would be awesome if you could give a sort of reference to it since i'm planning to replace some existing sounds anyway

ever39 commented 3 months ago

okay most of this is done, i just need to implement the crew upgrade system alongside the networking (which is an awesome idea, by the way), hope it doesn't break again like in the initial release haha

VioletXe commented 3 months ago

Oh, sorry. For whatever reason I wasn't getting notified of messages on this thread x.x

In Amnesia the initial windup is loud-ish so you know you're actually charging the dynamo, but it slowly fades to background ambiance as you explore. It's kind of hard to find a clip in isolation, but you should get the gist of what I mean if you watch like, 1-2 eps of either Markiplier or IGP's playthrough of Amnesia: The Bunker. When they go silent you can hear the subtle thrumming of the dynamo spinning. It's faint, but ever present while the light's active which can attract the monster.

And thanks again ^.^ This mod's been perfect.