Spielerando

Reveal the map around the player, but not through solid walls

A simple circle of light shows the treasure room on the other side of a wall and spoils every dungeon. Here is how to uncover only what the player could really see, remember what was seen, and leave the walls themselves visible.

Why this works

Players explore by what they can see, not by what is close. Hiding everything behind a solid wall, while keeping what was seen once on the map, makes a room feel like a discovery and lets the player trust the picture they are given.

When not to use it

Skip it when the whole map is meant to be known from the start, as in a puzzle or a tactics game with open information. Also expect cost on very large maps; then reveal whole rooms at once instead of tile by tile.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • A diagram of every state
  • 39 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Reveal the map around the player, but not through solid walls" (read_entry fog-of-war-blocked-by-walls) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP