since the entire game runs on a voxel grid, then it might actually be within reason to slap some realtime global illumination stuff onto the game, and then use THAT as the data for where monsters can spawn. it might use a lot of resources but it might also give the game its own very distinct look.
this is just a little test thingy using godots built-in VoxelGI node. it honestly doesnt work that great for this, so i might have to work on my own solution later. seems like it COULD be cool if done right tho.
