Interesting idea hooking it up to the look command. If nothing else it’d be a neat effect, but it does have the down side of making you manually scan around all the time if you want to be on the lookout for enemies. (since you’re lit by the flashlight, they can see you no matter what you do with it)
I considered doing something similar with the “view shift” feature (hooked up to HJKL by default), but again, it seems like a neat effect at the cost of making the player micromanage a lot of stuff.
If I can come up with a way to do something like this that wasn’t super irritating, or if it fell out of some other change that was worth the more complicated interface, I’d love to do something like this.
Something that crosses my mind is having the entire area “dimly” lit, which provides fully functional vision, but having a brightly lit flashlight beam swinging around within it based on player actions as a special effect. The problem with this approach is players thinking there is an in-game effect, with the result that they do the micromanagement I’m trying to avoid, but they don’t even get anything out of it.