Week 3 progress
Week 3 gallery: https://imgur.com/a/hCrgzxE
Week 3 done. I implemented FoV using an algorithm I had already used in the past for pathfinding, which weirdly enough contains an FoV pass. I’m not sure how it compares to the others explained here but it looks pretty similar to shadow casting.
Basically it uses a breadth-first-search to mark vision and whenever it finds a wall it check if it’s a corner (looking at neighbors). If it is, it draws a Bresenham line behind it, marking the tiles as FoV blocked so they won’t get visited after.
The simple version only uses one line from the player to the center of the corner tile. The slightly better version draws two lines to edges of the tile (where the tile is actually viewed as a circle of a configurable radius). So with a small tile radius like 0 vision is very expansive, and with a full radius of 0.5 it is very narrow (similar to diamond walls in the article).
I also added different enemies, a minimap and cleaned up animations so movement feels smoother now.
Get RaygueLike 2025
RaygueLike 2025
Status | In development |
Author | sirdorius |
Genre | Strategy |
Tags | Open Source, Roguelike, sourcecode, Turn-based |
More posts
- Week 6 progress4 days ago
- Week 5 progress11 days ago
- Week 4 progress18 days ago
- Week 2 progress33 days ago
- Turn and action resolution - ECS style36 days ago
- Week 1 progress40 days ago
- Tech stack - Graphics API and wasm43 days ago
- Tech stack - ECS and languages43 days ago
- Tech stack - intro43 days ago
Leave a comment
Log in with itch.io to leave a comment.