Top Down bounds of vision

Posted by Rorrik on Game Development See other posts from Game Development or by Rorrik
Published on 2013-04-09T15:15:57Z Indexed on 2013/10/23 10:19 UTC
Read the original article Hit count: 216

Filed under:
|
|
|

Obviously in a first person view point the player sees only what's in front of them (with the exception of radars and rearview mirrors, etc). My game has a top down perspective, but I still want to limit what the character sees based on their facing.

I've already worked out having objects obstruct vision, but there are two other factors that I worry would be disorienting and want to do right.

  1. I want the player to have reduced peripheral vision and very little view behind them. The assumption is he can turn his head and so see fairly well out to the sides, but hardly at all behind without turning the whole body. How do I make it clear you are not seeing behind you?

  2. I want the map to turn so the player is always facing up. Part of the game is to experience kind of a maze and the player should be able to lose track of North. How can I turn the map rather than the player avatar without causing confusion?

© Game Development or respective owner

Related posts about 2d

Related posts about view