Open Abb4 opened 1 year ago
Enemy ai and player should probably be limited in what they can see
I found this article on implementing level shadows/fog of war: https://docs.godotengine.org/en/stable/tutorials/2d/2d_lights_and_shadows.html
These posts explain how to implement vision cones: https://gamedev.stackexchange.com/questions/179626/what-would-be-the-best-way-to-create-a-cone-representing-the-field-of-view-of-an
Note that there seem to be two approaches: polygon based and trigonometry based. I suspect the trigonometry based is a little bit more elegant
Bonus points for implementing gizmos
Bonus points if you implement fog of war that can be cleared (i.e. the in-game character remembers what he saw, even if he stops looking at it)
Enemy ai and player should probably be limited in what they can see
I found this article on implementing level shadows/fog of war: https://docs.godotengine.org/en/stable/tutorials/2d/2d_lights_and_shadows.html
These posts explain how to implement vision cones: https://gamedev.stackexchange.com/questions/179626/what-would-be-the-best-way-to-create-a-cone-representing-the-field-of-view-of-an
Note that there seem to be two approaches: polygon based and trigonometry based. I suspect the trigonometry based is a little bit more elegant
Bonus points for implementing gizmos
Bonus points if you implement fog of war that can be cleared (i.e. the in-game character remembers what he saw, even if he stops looking at it)