The intent for the next phase of this project is to get the game proper up and running as soon as possible. This will allow me to program and test unit movements, orders and AI. But to achieve this, I would firstly have to crack unit based line of sight (LOS).
As a result of the above, the integration of the army units with the mapping system has now been taken up to a whole new level. The units are now fully incorporated into the mapping LOS system.
There is still some more work to do with unit LOS, but as of now it is mostly working 🙂
Whilst adding units to the mapping LOS system I also decided to add the concept of terrain clutter.
What’s terrain clutter?
It’s a means of modelling small undulations and obstacles in the ground that can block LOS.
With the current mapping system one could quite easily model every nook and cranny of the terrain, but this would take too long and result in exceedingly complex maps. In other words it’s not really practical.
Instead, one can now set the terrain clutter view distance for a map. That way even seemingly flat terrain still has the ability to hide units and block LOS. Units can overcome this ground clutter simply by climbing a hill.
As a result hills will become even more tactically significant. Players will need to send units up hills to allow them to get better views of the surrounding terrain. This will especially be the case where the map is subjected to a lot of clutter.
The photo below shows an example of real-life terrain clutter:
That’s it for this week’s update!