Day 9
Devtober shmup » Devlog
Bresenham's algorithm came to the rescue again when I impulsively decided to implement field-of-view for the player. It's the same calculation as for the AI, it's just done on each and every tile near the player. Kind of interesting to see such a roguelikey, grid-based effect in a realtime setting. It also makes for a great jump scare!
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