Ratings (show detail)
Desided to go with "slightly transparent" over "over the top of everything"
Final, I think.
version 0.05; most gameplay accounted for
Got most of the vision tracing done. (Some nasty algorithms for that.)
Got the sightrange display working
Version 0.03. Framerate's a bit low, but the basic algorithms work.
Monster's Tower, non-working lights version
basic environment completed
The Monster's Tower
Top down view, all enemies have a marked field of view (flashlight style). Get close enough, and you can devour a human.
Should be interesting...
Anyway, I'm going to get the level editor working instead.
What I have done instead, is have two textures for the floor (light and dark textures). Normally, the dark texture shows, but when an enemy is looking in a direction, I overlay it with a light texture. Some interesting math in display.py, if that's your thing...
Finally, you can't see it very well, but the sight triangle is actually cone-shaped, and can be partially blocked by walls.