Edited: Better title, and check my latest post for more thoughts on this. I'm mainly advocating polygon-based dynamic lighting now, due to computational reasons and it's kinda how the old lighting stuff worked in Classic.
I know you guys have a massive to-do list, but I don't think one more can hurt, really. Lighting can do a lot for mood and atmosphere, and while there are methods to create lights manually, as seen in the lighting example that comes with C2, there could be much more in the way of options, especially with WebGL.
In Construct Classic, lights were objects of their own, not I think they would work better as a behavior. Not only because sprites themselves can act as light sources, but also to allow particles to emit light, as well. While this could theoretically be done with making additional sprites as lights, like in the lighting example, it results in more objects to take up CPU usage. There also needs to be options that are more friendly to side-scrolling games, where shadows work differently to how it works in a top-down environment.
For an example, I'm gonna have to pull out Terraria. As a game, it's decent, but it's not that great. For the most part, I'd rather look at its engine rather than its game design, mainly due to how it can have two layers of potentially thousands of individual tiles on-screen at once, and its lighting system. For those who don't play Terraria, I'll throw up a couple of screenshots to demonstrate.
<img src="http://dl.dropbox.com/u/919275/Screenshots/2011-12-16_00003.jpg" border="0" />
<img src="http://dl.dropbox.com/u/919275/Screenshots/2011-12-16_00005.jpg" border="0" />
Terraria's lighting is designed around a side-scrolling environment. When light hits an object, it passes through it, and for every consecutive object it passes through, it gets dimmer until it reaches pure black. Certain lights also have their own colours, which go onto other objects, including not-solids. During the day, the above-ground world is lit by the sun. Many engines call this type of light a 'directional light', as sun's light shines down on the world from a certain direction depending on the time of day.
Until recently, dynamic lighting in 3D and top-down environments could have a problem of shadows being pure black, if a single light source is produced. This is unrealistic, as light bounces. Even trying to emulate the effect of indirect lighting would go a long way for more natural lighting.
A list of features for Lighting/Shadow behaviors that I'd like to see, on top of features already in the Construct Classic equivalents:
- Multiple options for light colours (white, RGB, using the object's own colours, etc)
- Transitioning between two light colours over time (times of day, etc.)
- Options for allowing light to pass through multiple objects
- Directional lighting for emulating the sun/moon's rays
- Light strength and range
- Emulating indirect light for top-down lighting
I'll add more things as I think of them. I hope we get to see something like this in a future build... Eventually. :)