Hex Map 22: Advanced Vision
This time we're going to enhance our vision! First, we'll make the transition between visible and invisibile cell states gradual instead of immediate. After that, we'll use cell elevation to create more realistic and strategically interesting vision rules. Then we'll make the map edge permanently hidden, to have it fade out and allow rivers, roads, and units to seemingly exit the map.
Hex Map 22, Advanced Vision, a Unity C# Tutorial (Catlikecoding)
Comments (2)
You said in this tutorial, "I decided to not have features impact vision, but you could for example have dense forests or walls add effective elevation to a cell." I was just wondering at a high level what would be needed to block vision for dense forest etc.
You could treat the forest level as extra cell elevation, perhaps only for the highest level. Or skip adding a cell's neighbors if it's a dense forest, so the forest itself remains visible but blocks view.
