Fog of War


A very early on thing that has been bothering me is the lack of fog of war, or non-visible areas, where you should not be able to see past a locked gate or similar stuff. It should not always apply, but there are some rooms where it would benefit improve the level design clarity, as well as make you wonder what might be on the other side!


For now I have made two variations for how to erase fog of war. The first one, pictured above, is when opening gates by pressing switches. All the logic resides within the switch, where I can select not just what gate to open, but also what fog of war object gets destroyed and what lights get turned on (will explain that at some other point).

The other method is by going through narrow or hidden tunnels. These tunnels have two trigger volumes I have created where I can choose the objects to be destroyed or hidden.


Here is a view in-editor with the actual fog of war meshes hidden, to make it easy to read. The room just has two volumes to be triggered. The one on the left is longer because it might be pressed when falling from above at faster speeds and want to make sure the player 100% collides with it. The one on the right is longer than it should just because why not. But depending on the use case, they would be bigger or smaller.

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