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Fog of War
FoW square.gif

Obscures the players vision using dynamically updated planes. Interacts with the physics system using 'Jobs' (multi-threading).

Transparency of the plane is modified based on several factors such as Line of sight to the player or an active ability.

Enemy detection
camera_2.jpg

Enemies (guards & cameras) have multiple states for player detection which increase when the player is within Line of Sight. 

Enemies attempt to face the player and detection rate was impacted by factors such as distance and angle.

Patrols
PatrolPoint custom tool image.jpg

Patrol system for NPC's such as guards to navigate (Unity navmesh). 

Allows npc's to correctly traverse a route and skip points if they are already occupied.

Patrol points determine position and look direction of guards etc.

UI Puzzle
Connect Input Output.jpg

Wire-like puzzle game using 2D triggers and prefabs. Flexible implementation allows for scene unique responses to puzzle completion and multiple outcomes.

Multiple 'goals/outputs' means different in scene electronics can be toggled on or off independently.

Design

The 'Fog of War' I've created was both designed and implemented for Breaching Shadows (Still in development).

Click below to see a breakdown of how it was achieved.

FogOfWar_ObscuringDoor.gif

as the door opens, Line of Sight to the player causes the Fog of War to dissipate

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