Speaking about how fog of war could be made prettier. I understand in its current form it is mostly a proof of concept. Still, since this was mentioned… Aside from making it, well, prettier - I’m not a designer, so I trust you can make something as awesome as Allie’s concepts - it, from my opinion, needs some technical improvements:
- Recognition of obstacles and relief
If a hearthling stands in front of a mountain he won’t see what’s on the other side. Heartlings standing on the edge of a dark well probably won’t see what’s at the bottom. Dense forest also limits vision.
- Recognition of elevation
Can be used in tandem with the previous point. Hearthlings on top of the hill have greater range of vision. Or obstacles are less effective to impede their vision.
- Understanding of “estimates”.
Something that I like in Allie’s concepts is their sketchy nature. That gives me an idea that, to my understanding, was never implemented in any game but is quite realistic. Estimates.
Example 1: A hearthling is surrounded by obstacles impeding his view. However there is a very big mountain nearby. Makes sense that he would see something that big even through all the trees.
Example 2: The farther hearthling is from the viewed object (and the smaller the object), the lesser details he gets. In other words, accuracy of vision is proportional to the size of the object and reverse proportional to the distance. So, say, he can see a mountain and that something is growing on the top, but he won’t identify the exact herb unless he gets closer. That could possibly lead to very interesting situations, like “Wow, this mountain it taller than I imagined!” or "Sweet Monkey, I though it was only a pair of wolves!"
Example 3: A hearthling detects an interesting object (a ruin, a lone tower, a goblin camp). The closer he gets, the more details he gathers, the less sketchy the object gets. From “it’s a tall structure with some skeletons around it” to “It’s a half-ruined necromancer tower, and the master seems to be home!” At close range he can make out the exact number of hostiles/friendlies and even make assumptions about the possible treasure.
The main problem I see here is, I don’t know how to visually show this “growing of details” on the map.