Devlog #7 | Fog of War & POI

This week’s development has been all about two big things:

1. Fog of War Experiments
I underestimated how much time this would take!
I’ve been experimenting with different approaches to achieve smooth visibility edges while keeping performance reasonable. It’s been a lot of trial and error, tweaking shaders, and rethinking grid-based calculations. The system is now at a functional stage, but still has room for refinement.

2. Objective & Capture Point System for POI
The basic mechanics for objectives and capturing Points of Interest (POIs) are now in place. At this stage, the system is simple—capture a POI, and it changes control—but it’s built to be expanded in the coming weeks to include more strategic depth and visual feedback.

Progress this week has been a bit slower than usual since I’ve been under the weather, but the core milestones for these features are now in place. Next week, I’ll be focusing on polishing the Fog of War visuals and expanding the capture system’s gameplay depth.

Here’s the preview video of the process.

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