Fog of war that remembers what you saw, but not what changed since
A map with fog needs more than seen and unseen. Players expect to see the old camp they scouted, and they should not learn that it burned down from a distance. This entry shows what the map has to keep, and what it must never reveal.
Why this works
A player's memory is a photograph, not a live feed. Keeping what was seen apart from what is true now lets the map be honest about the past without leaking the present, so scouting stays worth doing.
When not to use it
Skip it when the whole map should always be open, as in a puzzle or a small arena where hiding things adds nothing. Also reconsider it when players are meant to rely on their own notes: a map that remembers for them takes that job away.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 23 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 "Fog of war that remembers what you saw, but not what changed since" (read_entry fog-of-war-hidden-explored-visible) 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