Well, I'm working on something like this myself, with varying levels of light intensity (0 to 100). Whenever two beams intersect, the light is amplified somewhat. I have a demo of the lighting system on my other computer; I'll post some screenshots and the binary as soon as I can.
Does the light affect how far away the player can be seen? For example, a player in 50% light could be seen from 5 squares away and a player in 70% light could be seen from 7? That kind of thing.
Yes, and there are view cones instead of a circular LOS. Basically, the more alert you are, the farther you can see in front of you, but the less you can see around you. That means facing is pretty important. I'm attaching a file, LOStest, to sort of demonstrate the LOS cones. It will prompt you for several things.
i: -1, 0, or 1; facing north, east or west, or south, respectively
j: -1, 0, or 1; facing west, north or south, or east, respectively
radius: self-explanatory
intensity: 1, 2, or 3; higher numbers mean smaller view cone
EDIT: Here are some screenshots.
Thanks for posting the screenshots, they're very interesting. Any chance of a binary so we can try it out and see what else has been implemented?
Actually, that's really all that HAS been implemented. Remember, since lighting is so key to this game, I wanted to get it completely working before I did anything else.
But, I'll attach the binary (Windows only, sorry). Basically, arrow keys move you around, and walking on a feature will destroy it.
@: you
*: light source
~: curtain (blocks all but the brightest light)
#: window or wall (walls block all light, windows block very little)
Oh, and there's no bounds checks right now, so don't walk off the edge of the map.
http://www.geocities.com/gamer_2k4/Downloads/AssassinRL.zip