Light source: Difference between revisions

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Many classic games and most standard [[authoring system]]s include a built-in [[simulation]] of the presence or absence of light.  The simulation generally takes into account questions such as whether the light source is inside containers and whether the containers are open or transparent.
Many classic games and most standard [[authoring system]]s include a built-in [[simulation]] of the presence or absence of light.  The simulation generally takes into account questions such as whether the light source is inside containers and whether the containers are open or transparent.


A number of non-trivial [[puzzle]]s have centered around the problem of getting a light source into [[darkness]].  While it is frequently possible to move into or through dark locations, it is usually treated as impossible to do anything in them.  Interacting with [[object]]s by feel is rarely implemented.
Many [[puzzle]]s have centered around the problem of getting a light source into [[darkness]].  While it is frequently possible to move into or through dark locations, it is usually treated as impossible to do anything in them.  Interacting with [[object]]s by feel is rarely implemented.


[[Infocom]] games tended to punish movement in darkness by having the [[player-character]] be eaten by a mysterious light-fearing carnivore called a [[grue]].
[[Infocom]] games tended to punish movement in darkness by having the [[player-character]] be eaten by a mysterious light-fearing carnivore called a [[grue]].


[[Category:Glossary]] [[Category:Puzzles]]
[[Category:Glossary]] [[Category:Puzzles]]

Latest revision as of 16:52, 17 March 2006

Many classic games and most standard authoring systems include a built-in simulation of the presence or absence of light. The simulation generally takes into account questions such as whether the light source is inside containers and whether the containers are open or transparent.

Many puzzles have centered around the problem of getting a light source into darkness. While it is frequently possible to move into or through dark locations, it is usually treated as impossible to do anything in them. Interacting with objects by feel is rarely implemented.

Infocom games tended to punish movement in darkness by having the player-character be eaten by a mysterious light-fearing carnivore called a grue.